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    Bugbear in the Playground
    Join Date
    Oct 2010
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    Here and there.
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    Default Legendary Swords (Weapons...)

    The Legendary Swords
    Here is ten legendary swords that could be great in most campaigns in which the hero(s) quest to slay some epic creature or quest to find the sword in the first place.
    They are also great for high level games in which you simply want a sword as badass as yourself.


    *Tizona's stats depend on the individual as determined by the DM.
    ** Thuan Thien's damage is bludgeoning damage rather then slashing like a normal sword. When Unsealed, Thuan Thien's damage becomes slashing and deals 5d6 damage, and weighs only 10lb.

    {table=head]{colsp=4}Elemental Godblades
    Name | Damage | Critical | Weight
    Flamehazer | 4d6 | 16-20 x4 | 0lb.
    Frostmourn | 4d6 | 16-20 x4 | 0lb.
    Quakesunder | 4d6 | 16-20 x4 | 0lb.
    Thundershorn | 4d6 | 16-20 x4 | 0lb.
    [/table]

    Continued:
    http://www.giantitp.com/forums/showp...6&postcount=74


    Legendary Swords cannot be Sundered or otherwise destroyed, treat their hardness and hp per inch as unlimited with regeneration that is overcome only by things specifically stated that can destroy it, or that say they have the ability to destroy Legendary Swords.


    Amenonuhoko
    The genesis blade
    Amenonuhoko is a blade set on a short staff to give it a reach of out to ten feet away, threatening 10ft in all directions instead of 5ft. The blade itself is of blackened steel with a white-gold edge.
    Amenonuhoko can alter the land around the bearer in order to create one square foot of material from nothing per HD the bearer possesses. There is no limit on what kind of matter it can produce so long as it is matter, not energy or anything but normal matter. It can do this once per round as a standard action, but no more than once per round should something allow you multiple standard actions.
    It can create this anywhere within a 100ft cube of the bearer.
    Once per month, Amenonuhoko can be used to cast the Genesis spell free of charge.
    Amenonuhoko is a pole arm and a sword, its basically a sword with a greatly extended hilt. Amenonuhoko is a +6 weapon.

    Amfrost
    The Serpent Blade
    Amfrost appears to be a long blade crafted from obsidian and ivory. The way it's designed appears to extend from ones forearm.
    Amfrost can retract or extend itself back into a moderately sized black diamond set in a band worn just below the elbow as a free action. When it appears, it seems to ignore any clothing or armor you are wearing, dealing no damage to it when it is sheathed as though it were never there.
    Amfrost has the ability to store any one poison for unlimited use until a new poison is applied, and excrete that poison as a standard action to apply the poison to another object or slip it into a drink of some sort. The weapon need not be drawn to excrete poison in this manner.
    Amfrost can grant it's wearer with a +20 to hide and move silently when in shadows, and cast Darkness at will. Though only a up to one darkness area per 2HD it's wearer possesses can be used, new uses replacing old ones.
    Amfrost grants it's wearer the See in Dark ability, making any sort of darkness entirely ineffective to them as though it were not there.
    Amfrost can be used with an unarmed attack, dealing extra piercing damage as given on the table. It counts as a +4 weapon.

    Caladbolg
    The Prismatic Blade
    Caladbolg is a magnificent blade of white ivory, gold trimmings, and a silver metal makes up its blade which is lined with runes. Caladbolg whenever it strikes can effect all in a 20ft area: The square you struck, two squares that are adjacent to you and the square at the same time, and the square behind the square you struck. (5ft areas). The weapon trails a rainbow pattern of energy behind it whenever it is swung.
    Caladbolg can generate a great prismatic slash, effecting a line 60ft wide and 600ft long, and 5ft thick.
    It can use this once a week. The slash itself deals 4d6 damage per HD of its wielder. This slash deals x6 damage to objects. What ever it severs off is turned to ash. If you behead someone, the head turns to ash. If you lop off someones arm, it turns to ash. If you cut the top off a hill, it turns to ash and is carried away on the breeze.
    Caladbolg is treated as a +6 Bastard Sword.

    Caledfwlch
    The immortal blade
    Caledfwlch is a noble blade with runes on both sides of the blade and an red leather wrapped hilt. It has a large ruby set into its pommel.
    When drawn, Caledfwlch blinds any who can see it within 30ft on a failed fortitude save DC 20.
    Those who wield or wear it upon their belt are immune to death from massive damage, effects requiring a fortitude save, negative levels, bleeding, and constitution, strength, and dexterity ability damage and drain. They remain conscious and alive until -10 HP.
    The owner of Caledfwlch never ages so long as the sword is in their possession, and they are blessed with youth and vitality, reverse aging until they appear 25 if they were older. This retains benefits of aging, but reverses the penalties.
    Caledfwlch is treated as a +6 Longsword.

    Claideb
    The precious blade
    Claideb is a sword that has a gem like blade crystal clear blade in a silver hilt wrapped in dark black leathers with two halves of the same broken sapphire set into the pommel.
    Claideb whenever naked (unsheathed) generates bright light within 10ft, out to dim light at 40ft.
    Any in the area of light is drawn to the blade on a failed Will save DC 25. Their eyes enlarge and they desire to approach it, moving half their speed in a walk towards it in a daze, taking no action but to move towards it and they are considered flat footed.
    Undead in the area instead make the same save or be Panicked. If they fail by 5 or more they are paralyzed and helpless in fear.
    Claideb is treated as a +5 Longsword with the Ghost Touch property.

    Clarent
    The King's Blade
    Clarent looks like a large sword made entirely of black and red granite with veins that glow like lava along its surfaces. It weighs an incredible amount to any but its chosen wielder. When one touches its hilt, it can read their thoughts and desires and determine if it wishes to serve him or not. If it agrees, it lets itself weigh as though only 5lb in the hands of its chosen champion. The weapon is great and known to cleave men in two.
    The weapon burns when used in battle, melting through armor and burning through shield and catching cloth aflame. Clarent treats all armor bonuses and shield bonuses as though they were half their values and deals 2d6 fire damage to those it slices. A creature killed with Clarent burns from inside out and turns to ash.
    Clarent is known as the Kings blade, because the weapon guides its chosen wielder along a path through battle and glory and pushes its fate to where the blade can rule over others in the hands of its champion. (DM quest-line or open for possible future of the character).
    Clarent is treated as a +6 Great Sword.

    Colada
    The unraveling blade
    Colada is a rapier. An extremely thin blade with an ornate handguard and a knob like pommel. The entire thing looks delicate and golden, trimmed in silvers and set with various gems.
    Colada has a potent ability. Whenever it scores a critical hit, the target's armor breaks apart at all seams. Straps snap, cloth tears, and the target is left naked and exposed. Weapons are unaffected. Magical armors are not destroyed, but seem to violently shake, working apart all bindings and ties, buckles and buttons, until the armor all falls apart at the start of the bearer of Colada's next turn. During the turn in which the armors shaking, the wearer takes -5 to all reflex saves, attack rolls, and subtracted from dex/dodge bonuses to the target's AC.
    Colada's unraveling effect turns nonmagical clothing, ropes, and wires into shreds at even a touch, no crit required.
    Colada's bearer gains a Legend bonus to attack rolls, reflex saves, slight of hand, hide, move silently, and escape artist checks.
    Colada is considered a +4 rapier.

    Dáinsleif
    The cursing blade
    Dáinsleif is a fearsome blade. Its blade is as black as midnight and always looks like a silhouette unless directly shined on by bright light. The blade's hilt looks made of red tinted steel and it appears to be wrapped in blood-stained silk.
    Dáinsleif, whenever drawn, cannot be sheathed again until it has killed a man.
    When Dáinsleif inflicts damage, its damage never heals without a Miracle or Wish spell and always overcomes resistances to its slashing damage and always ignores regeneration. Whats more, the blade seems to seek out flesh on its own accord in relation to how it is swung- providing a +5 Legend bonus and ignores deflection bonuses to the targets AC. Dáinsleif effects incorporeal targets normally.
    Dáinsleif is considered a +6 bastard sword.

    Durendal
    The slaying blade
    Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
    Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.
    Whenever Durendal deals 50 or more damage to any living creature in a single hit, it is instantly slain. This has been known to work against deities and other immortal creatures, overcoming any regeneration or immunity and killing outright. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong Muslim army long enough for its owner's king to retreat to an allied kingdom.
    The blade's weakness however is in the nature of the killing itself. The creature dies at the end of its next turn, and the slaying effect is Necrotic in nature. A force of negative energy. Durendal's good solid hits (50 or more damage) cause the flesh to die, the flesh blackens to almost ashlike states and the person dies due to negative energy. Thus, Durendal cannot slay what is already necrotic such as undead, or creatures that never truly lived at all, such as constructs and objects. Durendal's slaying is considered a Death effect.
    Once per week, Durendal can deliver its slaying if it deals only 5 damage at once. The attack must be announced before hand, and if it misses the effect is wasted.
    Durendal is treated as a +5 bastard sword.

    Dyrnwyn
    The blazing blade
    Dyrnwyn is a longsword that when wielded by its proper owner is wreathed in blue-white flames. When undead are touched by this blade, the flames instantly spread about their flesh if they fail a fortitude save DC 15 + owners charisma modifier, Turn resistance or immunity applies to this effect. If they succumb, the flames burn about their long dead flesh and they are destroyed, exploding in bright white-orange flame that deals damage to all undead in 30ft. Dyrnwyn can effect any undead, and not even ethereal undead retain their miss chance against it.
    Dyrn is treated as a +6 longsword with ghost touch and effects ethereal properties. When in the hands of someone who is not its owner, it is a normal longsword that isn't even considered masterwork as the blade dulls itself. In addition, those who touch the blade when the owner is not at the time, they must make a will save DC 30 or immediately seek out the owner, guided by the blade (even if the owner does not know about the sword yet), and give it back to them.

    Excalibur
    The Knight's Blade
    Beautifully polished tapering blade of the shiniest steel with three fullers
    Crossguard made of torqued gold, with red gems at the tips of the cross and on the pommel. Black leather hilt.
    In knightly style, and for those knightly days, this is the weapon you want to have by your side in a tourney. Especially good against armoured and shielded opponents, it is adamantine (so bye bye DR when sundering) and is a weapon of wounding (maybe not as good as Keen, but let's not make them ALL keen weapons). That CON loss at every hit will soon force you to gallantly acknowledge yer defeat and yell "mercy!" or "quarter!". The weapon is even more effective in the hands of a good erring knight, as it is legally aligned (so all agitators and black knights causing strife and bringing chaos to the land be warned!). It just so happens to be good Vs witches and ogres (a knight's fare, ca va sans dire) as they re chaotic too. Excalibur will SNAP is used to strike down an opponent who has surrendered and no longer poses a threat, especially if said opponent has fought valiantly, and fairly, for whatever cause (even if it is an evil cause). The sword rewards valour and boldness, so the bonuses provided by a charge are doubled. If the opponent is dismounted, or has no shield, and the wielder also dismounts, or drops the shield, excalibur grants the owner a +5 Legend bonus to all saves for the duration of that combat.
    Better than excalibut is its scabbard: made FOR the sword, covered in red silk and lined with ancient celtic runes in gold silk thread, as long as the scabbard is by the knight's side (or even in his hands) there can be almost no blood loss. CON loss due to bleeding is denied up to 5 points, and the owner reganerates up to 5 HP per round if dealt by piercing and slashing weapons.
    There is a catch: the cuts are still there. If the scabbard is dropped, they all re open. The HP suffered up to that point return (as in, they are subtracted from the total remaining) at a rate of 5 per round. (too much book keeping?)
    ONWARDS!!! (heroically...)
    Excalibur is a Legendary +5 Adamantine Axiomatic Bastard Sword of Wounding
    Charge to-hit bonus is +4
    If the owner does not take advantage of a situation, +5 to all saves

    Felzuthang
    The Dragonbone Sword
    The Dragonbone Sword looks less like an actual blade than it does a sliver of bone. It is milky white in coloration and wrapped with a simple black leather handgrip. It has no crossguard or noticeable pommel.
    The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon who's shattered bones formed the blade. Anyone else who attempts to touch the blade finds that their hand passes through it.
    The Dragonbone Sword ignores all armor, deflection, natural armor and enhancement bonuses to the opponent's AC. This is because the intangible nature of the sword allows it to pass through material objects without harming them, striking at the flesh underneath.
    At will, the weilder can attempt to sunder the opponent's weapons and armor as if they had the Greater Sunder feat with a +5 Legend bonus from wielding the blade. This sunder attempt ignores all hardness. If the weilder makes a sunder attempt the blade deals no damage to the opponent.
    Once per encounter, the Weilder can automatically confirm a critical hit against any opponent they threaten.
    The only way to take possession of The Dragonbone Sword is to slay the current owner of the blade.
    The Dragonbone Sword is considered a +5 Longsword.

    Fragarach
    The Inquisitors Blade
    Fragarach looks like a normal broadsword made of iron and steel with a brown leather wrapped hilt and without adornments. However, the blade is far from normal.
    Fragarach ignores any armor, shield, natural armor, or deflection bonus to armor class. It effects incorporeal and ethereal targets normally. It ignores hardness on objects, even walls and doors, and deals twice damage to such objects. Fragarach can Sunder legendary swords and artifacts, but without ignoring hardness.
    Fragarach can channel its wielder's will to create gusts of wind that can knock creatures on their asses of up to Huge size if they fail a strength check vs a strength check of the owner using the owner's highest mental stat and a +5 Legend bonus from the blade. Its draining, usable only once in an encounter. The gust of wind effects a cone out to 60ft.
    When Fragarach is held towards the throat of a sentient creature, it paralyzes them (no save) so long as the sword is held in the same place. Creatures paralyzed can still talk and make miniature movements enough to nod or shake the head and they cannot tell lies or avoid whole truths and are compelled to speak vs a DC 30 will save to avoid talking at all. The owner can make a diplomacy check and add 1 to the save for every 5 points scored with the diplomacy OR intimidate check. The paralysis and truth-telling effect are both Mind Effecting.
    Fragarach is treated as a +6 longsword.

    Gram
    The dragonsbane blade
    Gram looks like a black bastard sword with a red-metal hilt and set with an opal in the pommel.
    Gram deals double damage to dragons and dragon-kin such as kabolds, and ignores any natural armor bonus derived from scales. Whenever Gram deals 50 or more damage to a dragon, the blow builds energy and suddenly extends its cleave to slash through the entire dragon's body in a straight line, dealing x10 damage and 5d12 constitution damage.
    The wielder of Gram always knows the direction to the nearest Dragon or nearest group of 5 or more dragon-kin.
    Gram is treated as a +5 bastard sword.

    Gullsul'gurod
    The Trollking's Blade
    Gullsul'gurod is a great sword summed in part by three words; Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.
    And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.
    Gullsul'gurod overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Legend Bonus to Cha. However, if they have the leadership feat, they gain *3 the number of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.
    Gullsul'gurod is considered a +5 Greatsword.

    Gynterphell
    The Nature's Wrath
    Gynterphell is a subtly curved blade of a greenish steel. The back of the blade seems to be serrated with thornlike growths down to the pommel which is sharply curved to finish the blade. The hilt is wrapped in golden cloth.
    Gynterphell has the ability to command nature. Gynterphell glows red when dipped in contact with poison of any sort, then fades back to it's greenish color as it absorbs the poisons into a small sack like formation that grows at it's base which can be plucked, giving you the poison while purifying the food or drink. If the blade has purified in this manner within 24 hours to use the Poison spell on the next target it damages if the bearer wishes.
    When the sword is pointed at an animal within 10ft, the creature stops as though paralyzed and stares fixated at the bearer of the blade. Through the blade, the bearer can talk to the animal and the animal understands while the bearer understands the animal. Once anyone makes a hostile action towards the animal or the blade is lowered, the communication and the paralyzation ends. This can be used against any living creature and not just animals with a will save DC 20 to ignore the effect. Unlike Fragarach however, they are not compelled to tell the truth.
    When the blade comes in contact with metal, it violently tries to destroy it causing it to heat up as though by the Heat Metal spell.
    It's primary abilities however are in controlling plant life, Gynterphell can use Entangle, Commune with Nature, Tree Stride, Speak with Plants, Plant Growth, and Diminish Plants at will.
    If Gynterphell is somehow sundered or destroyed, it can regrow itself over 12 hours from any part of it in possession of it's bearer.
    Gynterphell is a +4 longsword that does not count against a druid's inability to associate with metal.

    Hypherious
    The bloodless blade
    Hypherious appears to be a gold ring with intricate designs inlaid within, a single deep, vibrant ruby is set in the middle beside two small red between two small pink diamonds with three minute diamonds of the standard coloration beside the pinks. The ring is worn on the index finger and rubbed with the thumb along the inner diamond, to the pink, and down to the outer diamond and in to the middle before up to the ruby. This activates Hypherious causing it to manifest in the wearer's hand. It's bladed form appears to be a long subtly curved blade that ends in a sharp barb that points back, many spikes run down the back of the blade, much smaller than the barb. The blade's edge looks like it's intended to be white metal, but is stained with blood. The blade itself is of black metal. When the ring is first put on, spikes jut inward locking the ring to your finger and infecting you with vampyrism. However, the ring protects against sunlight (Only if it was Hypherious that infected you).
    Every 5 damage you deal with Hypherious you restore 2 hp and gain 3 temporary HP while dealing 1 point of constitution damage to your target. This is a blood-drain effect.
    Every living creature Hypherious kills grant's it's bearer +1 to one ability score as a legend bonus to a maximum of +4, no more than +2 to one ability. Further killing only grants 5 temporary HP that lasts for six hours to a maximum of 1/4th total HP.
    All damage Hypherious deals to vampires is considered untyped damage, and the bearer of this weapon gains the ability to Turn or to Rebuke (Either or) as a cleric of their level but only against vampires.
    By taking 1d6 damage you can force the weapon to transform itself into a two handed scythe instead, which changes damage to 4d4 and the critical multiplier to 4. Lasts a number of rounds equal to the damage taken, 1d10 round cooldown. All ability score bonus the weapon has granted is doubled for it's duration.
    Hypherious is considered a +4 longsword, or a +4 scythe.

    Joyeuse
    The joyful blade
    Joyeuse looks like a longsword, but its peculiar and is said to change its color thirty times in a day on the whim of its owner. Beyond its color, it looks magnificently crafted, as intended for a king.
    Those who look upon Joyeuse are instantly enamored by its beauty and have their disposition improve by one step towards its owner. They could never think of stealing the blade, as per enchantment, but desire to be in its presence always by serving its owner. On a failed will save DC 15 + owner's charisma, the person changes disposition to become Helpful to the owner and perfectly loyal.
    Joyeuse's enchantments do not inspire love of the partnering sort, but a love more like between a parent and child (Owner being the parent of course). Joyeuse cannot be used to break families or or lead people to their deaths when the owner knows the grim chances.
    When a Knight is Knighted, or a similar ceremony in which someone rises in rank and swears service takes place, and Joyeuse is used to perform it- the knighted creature gains a +5 Legend bonus to all actions made in the line of duty and can remain conscious until -10 hp.
    Joyeuse is considered a +5 longsword.

    Kusanagi
    The sky blade
    Kusanagi is a black iron blade that looks something similar to a roman sword despite its more oriental origins. The blade has no hand guard and its bladed portion fades smoothly into a rounded hilt with a curved T shaped pommel. The entire blade appears crafted from a single piece of metal without any adornments.
    When in combat or the intend to be wielded as a weapon is identified by its wielder, Kusanagi's edges flair up with thin violent ribbons of turning wind giving the otherwise poor looking blade a fine edge for slashing, like a chainsaw of wind.
    Kusanagi has the power to control winds. As an immediate action, Kusanagi can deflect or negate instantly any air or wind based spells and effects. Some effects require a standard action, such as sending a slashing gale to dissipate a raging tornado, or a full round action to send flurry of wind to repel a hurricane.
    Kusanagi can use Control Winds as the spell at-will. It can use control weather ten times per day as a standard action.
    The bearer of Kusanagi can fly with a fly speed of 120ft at perfect maneuverability.
    Kusanagi is considered a +6 short sword.

    Moriarch
    The Hallowed Blade
    Moriarch is a gleeming white-gold blade with a deep celestial-bronze hilt ended in a large diamond set into the pommel.
    Moriarch is considered Hallowed, and the area within 1,000 feet of the blade is also considered Hallowed whenever the blade is in contact with a throne governing the area that would be effected. If no such throne exists, or it cannot be in contact with the throne for whatever reason (or just isn't), Moriarch only hallows all 5ft squares adjacent to its own.
    Any nonsentient undead that is damaged even by 1 point by Moriarch is enveloped in white fire and reduced to ashes. Sentient undead that are dealt 50 or more damage are instantly destroyed unless they succeed on a turn undead check VS Moriarch's bearer's Cha + 10 + its HD. The Undead's modifiers to Turn Undead provide bonuses to its save.
    Moriarch is considered a +6 bastard sword and can hit incorporeal and ethereal targets normally.

    Ragnarok
    The Armageddon Blade
    Ragnarok is a large blade that looks like Clarent, the King's blade. It is completely indistinguishable to anyone but a divination master of at least 31HD who can identify it using a Commune spell.
    Ragnarok leads the owner along the same path Clarent does, guiding it towards becoming King. But when it does become King, great calamity falls and slowly the world will turn to ash. It starts with the Kingdoms that are enemies or hostile with the bearer's country, scorching their lands with fires, earthquakes, volcanos, and meteorites.
    The chaos spreads to each country in in order of threat to the king's country, destroying them one by one. At the same time, a great fire also spreads from the opposite side of the world, the land there falling into the planets core, becoming one with all the magma turning the planet into a sea of fire even as it selectively strikes down kingdoms closer to the country Ragnarok governs.
    But, in the end, when all else is destroyed the blade's ever hungry desire for destruction destroys its own country, the world nothing but a sea of molten lava. All connections from the planet to any linked planes are burned, and the blade is gone, reappearing ten million years later to beckon the end of the world once more, after its had time to recover.
    Ragnarok has all the abilities of Clarent except as noted here.
    Like Clarent, Ragnarok is treated as a +6 Great Sword.

    Sessho-seki
    The spirit's balde
    Sessho-seki is a short, straight sword with one side sharpened to a great degree and ends on a tip on the opposite side, sharply redirecting to the tip forming a somewhat odd shape. The flats of the blade are black steel, the blade portions are a contrasting white steel.
    Sessho-seki is haunted by the spirit of a great nine tailed fox, its spirit rages ethereally around the blade. Its Gargantuan sized and stands over the bearer of the blade. It deals a claw attack against anyone entering within 30ft of the bearer of Sessho-seki, dealing 2d6 +10 damage and repeating at the start of its next turn if it remains within 30ft. Once per encounter, the nine tailed fox can release a supernaturally charged roar of terror causing all within a mile to be taken with fear, panicking them on a failed will save DC 25 and shaking them even if they succeed for 1d10 rounds.
    When the blade attacks, it is charged with the power of the nine tailed fox, any cut from the Sessho-seki bleeds for 2 hp at the start of its turns. The bleeding cannot be recovered from unless the bearer of Sessho-seki who cut them is slain. The bleeding damage stacks ever other cut, but multiple cuts only cause 1 point of bleeding damage instead of the initial 2.
    Sessho-seki is considered to be a +5 short sword.

    Thuan Thien
    The Bound Blade
    Thuan Thien is a greatsword whose blade is wrapped in a heavy adamantine chain. Its crossguard is a simple steel bar but with a golden key lock in the center. The pommel of the sword is shaped like a key and looks as though it would fit in the lock in the crossguard.
    The lock in the center of Thuan Thien's crossguard resists all magical and mundane attempts to pick it. Spells automatically fail and lockpicks or weapons that try to break open the lock shatter immediately. The only way to unlock the sword is to use the key in its pommel.
    As a standard action, the weilder can remove the pommel of Thuan Thien and insert the key into the hilt, turn the key and unseal the sword. Unsealing the sword has several effects.
    First, Thuan Thien sheds bright light out to 30 ft, and dim light out to 60 ft. beyond that (for a total of 90 ft.). Creatures caught in the bright light (other than the wielder) must make a fortitude save against DC 25 or be blinded for 2 rounds.
    Second, unsealing Thuan Thien places the weilder under the effect of an Enlarge Person spell for the duration of the unsealing. This is considered an extraordiary effect.
    Third, in its unsealed state Thuan Thien provides a +10 Legend bonus to each of the wielder's physical stat modifiers for a number of rounds equal to the wielder's original constitution modifier. After the rounds are up, Thuan Thien returns to its sealed state and the wielder takes damage to each physical stat equal to the number of rounds that Thuan Thien was unsealed. This damage cannot be restored by any spells or potions, it must be healed naturally. If a wielder dies due to ability score damage like this, their body crumbles to dust and no spell save Wish or Miracle can restore them to life.
    Thuan Thien is considered a +6 Greatsword.

    Tizona
    The mystery blade
    Tizona appears to be a large sword, it looks like a bastard sword but even larger, acting as a great sword. The blade has a golden hilt, nobly crafted with curved hand guards and a crownlike pommel.
    Tizona's power is always different based on who wields it, magnifying certain traits in the bearer and using them to puzzle together a custom ability in relation to its owner as it sees fit.
    In addition, any who meets Tizona in battle who have less HD then its bearer are instantly Panicked, instead of running they only cower in fear "I am defeated", the fear making them feel like no matter how far they run they'd never get away. Their defeat is final and inevitable, the only option to cower, and grovel, to plead for their life.
    Tizona is considered a +5 great sword.

    Tonbogiri
    The blade of blades
    Tonbogiri is a long, subtly curved sword. Its graceful blade is glistening steel crafted fold after fold and sharpened to an incredible point and blade. Its thiner blade starts from a noble black hilt with a olden guard with red cloth wrapped in a crisscrossing pattern.
    Tonbogiri's blade is legendary blade that's blade is so supernaturally sharp, its said to have been crafted by the gods, who crafted the blade using the winds and the aid of spirits of steel to create the perfect edge.
    Tonbogiri deals five times its damage to Constructs and Objects.
    Tonbogiri can sunder other legendary swords and ignores hardness on any object (Except legendary swords, legendary swords behave normally as if they were normal weapons, no ignoring anything.). Natural armor, shield, or armor bonuses don't apply against attacks by Tonbogiri.
    Tonbogiri behaves as a +6 Bastard Sword.

    Tridalt
    The Captain's Blade
    Tridalt is a curved blade that looks to be made of sea-green stone set in a bone handle with a skull pommel that has two rubies in its eye sockets.
    Tridalt has the ability to cast Miracle, but only in relation to a single ship the captain owns. Tridalt can make the ship fly, repair its damage, bolster its defense- its wood acting as stone, or animating all the rope to make trip and grapple attempts, animating the cannons, or even turning the cannons into fireball-shooting super-things. It can directly control the movement of the ship as well, greatly increasing its speed and maneuverability.
    Tridalt is considered a +5 Cutlass.

    Zuulundr
    The Scaled Blade
    Zuulundr has a blood red blade with a bright scarlet edge. Along the flats of the blade, it appears to have flames carved into the blade. The handle itself is, unmistakably, crafted from dragon scales and a small reptilian eye is set in the pommel. The hand guard looks like a roaring dragon's mouth, from which the flame-carved blade protrudes.
    Zuulundr has the power to cast True Resurrection at-will to bring back into being adult dragons, but only chromatic ones, even those who have been dead for thousands of years or more. The blade is said to beckon the end of Man, bringing into being the Age of the Dragon where the scaled kind rule over all other life in a tyrannical lawful-evil world.
    The sword appears to completely enslave dragons it has resurrected, but this side effect wears off once a hundred dragons have been resurrected.
    It is said, in ancient past, Zuulundr was used to combat Ragnarok, bringing forth countless dragons to combat the end of the world at the hands of Ragnarok's tyrannical king. The period is referred to as the Crimson Hour, a sixty year period of chaos and fiery death. It took several thousand years for the world to recover, and seas of fire remained for many more centuries as did volcanic activity and earthquakes, as well as many dragons that still roamed the skies. The Crimson Hour's impact on the world was felt for the next four hundred thousand years before all was in harmony again.
    Zuulundr is considered a +6 longsword.
    Last edited by Cipher Stars; 2013-01-06 at 04:32 PM.

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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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    OrcBarbarianGuy

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    Default Re: Legendary Swords (Weapons...)

    I'm impressed. These are creative, well thought out and suitably overpowered

    Here's a sword I used in a short story I wrote for english class:

    The Dragonbone Sword
    Type: Longsword
    Weight: N/A
    Damage: 4d6
    Crit: 15-20 X4
    Description:
    The Dragonbone Sword looks less like an actual blade than it does a sliver of bone. It is milky white in coloration and wrapped with a simple black leather handgrip. It has no crossguard or noticeable pommel.

    The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon who's shattered bones formed the blade. Anyone else who attempts to touch the blade finds that their hand passes through it.

    The Dragonbone Sword ignores all armor, deflection, natural armor and enhancement bonuses to the opponent's AC. This is because the intangible nature of the sword allows it to pass through material objects without harming them, striking at the flesh underneath.

    At will, the weilder can attempt to sunder the opponent's weapons and armor as if they had the Greater Sunder feat with a +5 enhancement bonus from weilding the blade. This sunder attempt ignores all hardness. If the weilder makes a sunder attempt the blade deals no damage to the opponent.

    Once per encounter, the Weilder can automatically confirm a critical hit against any opponent they threaten.

    The only way to take possesion of The Dragonbone Sword is to slay the current owner of the blade.
    The Dragonbone Sword is considered a +5 Longsword.

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    ElfRangerGuy

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    Default Re: Legendary Swords (Weapons...)

    I like them, I specially like that they are based on "real" examples of legendary swords. My favorite is Colada but I am certainly biased on that since I own a replica

    I like the flavorful abilities or limitations to the user of the sword they are really cool. But I cannot really say if they are too overpowered or not not many things to compare with.
    Currently playing:
    Aer the Raven in the refounding of the temple of nine swords.
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    Barbarian in the Playground
     
    Goblin

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    Default Re: Legendary Swords (Weapons...)

    Quote Originally Posted by Cipherthe3vil View Post
    Colada's unraveling effect turns nonmagical clothing into shreds at even a touch, no crit required.
    So great for use against the ladies, or gentlemans whatever your fancy may be...
    Last edited by togapika; 2012-07-02 at 05:13 PM.
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

    Avvy by azuyomi244
    A Warforged Warlock who thinks he's a gnome in a power-suit?

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    Bugbear in the Playground
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    Default Re: Legendary Swords (Weapons...)

    Quote Originally Posted by Aeryr View Post
    I like them, I specially like that they are based on "real" examples of legendary swords. My favorite is Colada but I am certainly biased on that since I own a replica

    I like the flavorful abilities or limitations to the user of the sword they are really cool. But I cannot really say if they are too overpowered or not not many things to compare with.
    You noticed? cool. I was trying to stat out all the mythical/legendary swords in folklore from a variety of cultures.

    Quote Originally Posted by togapika View Post
    So great for use against the ladies, or gentlemans whatever your fancy may be...
    True that.

    Colada is getting some love :3

    Pro tip:
    Caledfwlch is another name for Excalibur. But that would have been too blatant and "Oh, Excalibur, of course that would be here".

    I must say Colada is among my favorite as well.
    My favs, in order:

    1. Fragarach
    2. Colada
    3. Durendal


    Durendal may seem like its a bit much, but its great for roleplaying aspects and an excellent quest target as an item to retrieve in order to slay a great and powerful enemy.

    Edit: Ah. And the Dragonbone sword is pretty potent.
    Want me to add it to the top after digging up a true name for it? The Dragonbone Sword being the title given to it, in italics under the name.
    Last edited by Cipher Stars; 2012-07-02 at 05:35 PM.

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    Lizardfolk

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    Default Re: Legendary Swords (Weapons...)

    Gram is brokenly good. Ignoring entirely the dragon fluff, just putting keen on it makes it an almost 50% chance of critting on a 4d10 weapon. Combine with expansion and you get hundreds of damage a turn on a vanilla, mostly unopp attack routine.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

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    NecromancerGuy

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    Default Re: Legendary Swords (Weapons...)

    Have a idea...

    Gullsul'gurod, The Blade of Troll Lords

    Whenever you mention Trolls, all you will ever hear about is a phsyicaly power, but very stupid giant. But have you ever heard the Northmens name for witchcraft? Trolli.

    The Old Trollish empires would have put the current works of man to shame, and encompassed hieghts of both technology and magic, wonders seen only in long lost glimpses, in fadded ruins on the Astral Sea, and in Gullsul'gurod.

    The Blade of the Great Troll Kings, it is forged from a substance that defies magical and phsyical investigation. Expect by swinging the blade.

    In the hundreds of thousands of years it's been around, it's never dulled, never been marred, and never again been in Trollish hands.

    Lost in the great battle of Stronus Fell against the Dragons, a Red Dragon had it in her hord for mellina. It was lost in the elven uprising.

    But, it's seeking. It wants to return to Trollish Hands. It wants to restore it's makers to their ancient and full glory. All it needs is a leader.

    +5 Greatsword. It overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Bonus to Cha. However, if they have the leadership fet, they gain *3 the numer of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.
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    Quote Originally Posted by Tvtyrant View Post
    Gram is brokenly good. Ignoring entirely the dragon fluff, just putting keen on it makes it an almost 50% chance of critting on a 4d10 weapon. Combine with expansion and you get hundreds of damage a turn on a vanilla, mostly unopp attack routine.
    It is a legendary dragon slaying sword afterall :3

    Quote Originally Posted by Grimsage Matt View Post
    Have a idea...

    Gullsul'gurod, The Blade of Troll Lords

    Whenever you mention Trolls, all you will ever hear about is a phsyicaly power, but very stupid giant. But have you ever heard the Northmens name for witchcraft? Trolli.

    The Old Trollish empires would have put the current works of man to shame, and encompassed hieghts of both technology and magic, wonders seen only in long lost glimpses, in fadded ruins on the Astral Sea, and in Gullsul'gurod.

    The Blade of the Great Troll Kings, it is forged from a substance that defies magical and phsyical investigation. Expect by swinging the blade.

    In the hundreds of thousands of years it's been around, it's never dulled, never been marred, and never again been in Trollish hands.

    Lost in the great battle of Stronus Fell against the Dragons, a Red Dragon had it in her hord for mellina. It was lost in the elven uprising.

    But, it's seeking. It wants to return to Trollish Hands. It wants to restore it's makers to their ancient and full glory. All it needs is a leader.

    +5 Greatsword. It overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Bonus to Cha. However, if they have the leadership fet, they gain *3 the numer of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.
    Nice. Want me to convert it to match my 20 in layout and add it to the main post?

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    It's why I put it here And will admit, will allow for crazy minionage at epic levels..... But thats the point. Besides, theres a very powerful DM defence for it. They can make the player stat out each minion
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    I just have to ask, what is up with the weights? They look to be 3 or 4 times what they should be.
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    Quote Originally Posted by Blade 7 View Post
    I just have to ask, what is up with the weights? They look to be 3 or 4 times what they should be.
    Well, real blades aren't light, except the Foil which isn't really a real weapon. more like a giant needle, They're big sharpened slabs of metal. I remember four or so years ago I tried to use a real sword. It is still a source of some humor...

    Regardless. How about "A wizard did it" ?

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    Quote Originally Posted by Cipherthe3vil View Post
    Well, real blades aren't light, except the Foil which isn't really a real weapon. more like a giant needle, They're big sharpened slabs of metal. I remember four or so years ago I tried to use a real sword. It is still a source of some humor...

    Regardless. How about "A wizard did it" ?
    A wizard did it works. Just for the general knowledge base, though, an 8 lb sword would be almost unusably heavy. Most two-handers will top out at around 6-7 pounds, with one-handers topping out around 5 pounds. Ask the real-world weapons and armor thread if you want more info, they tend to know what they're talking about.

    (Cheap replica swords can get pretty darn heavy, though. I have a wall-hanger that weighs about 17 pounds. Marble handle and all.)
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    Quote Originally Posted by Blade 7 View Post
    A wizard did it works. Just for the general knowledge base, though, an 8 lb sword would be almost unusably heavy. Most two-handers will top out at around 6-7 pounds, with one-handers topping out around 5 pounds. Ask the real-world weapons and armor thread if you want more info, they tend to know what they're talking about.

    (Cheap replica swords can get pretty darn heavy, though. I have a wall-hanger that weighs about 17 pounds. Marble handle and all.)

    I'm pretty sure the sword I held was a Bastard Sword, or Hand-and-a-Half. It was definitely at least 15...

    I guess I'll just google it. But I don't think I'll change the weights, just add some more fluff about how the legendary swords are heavier, or sometimes liter then normal due to the magic within them.

    Grimsage, you didn't say what the sword looks like.
    Last edited by Cipher Stars; 2012-07-02 at 07:15 PM.

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    Quote Originally Posted by Cipherthe3vil View Post
    I'm pretty sure the sword I held was a Bastard Sword, or Hand-and-a-Half. It was definitely at least 15...

    I guess I'll just google it. But I don't think I'll change the weights, just add some more fluff about how the legendary swords are heavier, or sometimes liter then normal due to the magic within them.

    Grimsage, you didn't say what the sword looks like.
    Magic has weight... I like it. Could be a good way to balance things... Buffs have weight, so the wizard can't stack to many, or he can't move... I think you're on to something there.
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    Sorry about that.

    It's handle is made of a white stone like substance, that under the finest of micoscopes and sight enhancing magic seems to be cunningly wrought diamond. It's Blade is Darker then the negative energy plane, but seems to have a dark luster, far less seen the felt.

    This is when it's not being wielded.

    When Wielded, the Hilt seems to be made of light, in every coulor there is, and some strange and unknowable one just on the edge of sight, it's blade gelams with almost pure shiny Darkness, throwing no shadows, for light cannot seem to escape it.



    Epic, eh?
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    Have you read The Secrets of the Immortal Nicholas Flamel series?

    It features Durendal, Joyeuse, Clarent, and Excalibur, as "the four elemental swords".

    The series also has a great menagerie of deities and historical figures as main characters. It's really something when you can read a page in which Niccolo Machiavelli and Billy the Kid can be talking to Prometheus and Odin without the blinking an eye.
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    Quote Originally Posted by Blade 7 View Post
    Magic has weight... I like it. Could be a good way to balance things... Buffs have weight, so the wizard can't stack to many, or he can't move... I think you're on to something there.
    Perhaps. Magic has a physical exertion in addition to the mental, a weight felt as you harness it. Casting a Fireball would exert force upon yourself when you cast it. On spell failure the weight could go uncontrolled, damaging or crushing the caster?

    Quote Originally Posted by Grimsage Matt View Post
    Sorry about that.

    It's handle is made of a white stone like substance, that under the finest of micoscopes and sight enhancing magic seems to be cunningly wrought diamond. It's Blade is Darker then the negative energy plane, but seems to have a dark luster, far less seen the felt.

    This is when it's not being wielded.

    When Wielded, the Hilt seems to be made of light, in every coulor there is, and some strange and unknowable one just on the edge of sight, it's blade gelams with almost pure shiny Darkness, throwing no shadows, for light cannot seem to escape it.



    Epic, eh?
    The visuals seem to mimic Dáinsleif's too much, detracting from Gullsul'gurod's uniqueness as a legendary sword, don't ya think?

    Quote Originally Posted by Blueiji View Post
    Have you read The Secrets of the Immortal Nicholas Flamel series?

    It features Durendal, Joyeuse, Clarent, and Excalibur, as "the four elemental swords".

    The series also has a great menagerie of deities and historical figures as main characters. It's really something when you can read a page in which Niccolo Machiavelli and Billy the Kid can be talking to Prometheus and Odin without the blinking an eye.
    Oooh, yes, by jollies yes I did. Thats where I got the visual theme for Clarent from. I may also take its Excalibur idea, even though I've already written it in under a different name it could still work. I've definitely already used Joyeuse and Durendal. I don't remember seeing/reading anything about them in the books though. I knew there were four swords, but I only recall anything about Clarent and Excalibur.

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    Whenever Durendal deals 5 or more damage to any living or undead creature, it is instantly slain. This has been known to work against deities and other immortal creatures, overcoming any regeneration or immunity and killing outright.
    While I get these are supposed to be legendary weapons, they should make the game more fun, not less. This makes every single attack with the sword an instant kill. The Crit-range is pointless because as soon as you deal 5 damage, the sword kills whatever you hit. Making every single hit ever an instant kill is just boring, for both the DM and the player.
    Last edited by Mystic Muse; 2012-07-02 at 07:59 PM.

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    Didn't read it's visuals to be honest Got it from this book I read a while back.

    Heres the new 'un;

    Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.

    And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.
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    Quote Originally Posted by Mystic Muse View Post
    While I get these are supposed to be legendary weapons, they should make the game more fun, not less. This makes every single attack with the sword an instant kill. The Crit-range is pointless because as soon as you deal 5 damage, the sword kills whatever you hit. Making every single hit ever an instant kill is just boring, for both the DM and the player.
    Then Durandal clearly isn't for you.
    Though I've been intending to make it a necrotic/negative energy effect since last afternoon.
    Edit: Now its a necrotic effect.
    And the higher critical values and such was for monsters with large DRs and the like.

    Quote Originally Posted by Grimsage Matt View Post
    Didn't read it's visuals to be honest Got it from this book I read a while back.

    Heres the new 'un;

    Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.

    And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.
    Mmmk. Now I can edits it in.
    Last edited by Cipher Stars; 2012-07-02 at 08:11 PM.

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    Quote Originally Posted by Cipherthe3vil View Post
    Edit: Ah. And the Dragonbone sword is pretty potent.
    Want me to add it to the top after digging up a true name for it? The Dragonbone Sword being the title given to it, in italics under the name.
    Sure if you want. In the story I wrote, that was its name. It was supposed to be a fantasy equivalent to a lightsaber, because it can be turned "off" and "on".

    In the story, dragons were literally made of magic and whoever killed them would recieve some kind of super powerful artifact for managing to kill them. Hence why this sword ended up being as powerful as it is.

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    It looks great Can't wait to see if a minion lover ever uses it.
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    Quote Originally Posted by Cipherthe3vil View Post
    Then Durandal clearly isn't for you.
    I guess not.

    And the higher critical values and such was for monsters with large DRs and the like.
    Probably never going to matter. I think the absolute highest I've ever seen DR is at 40, and I'm pretty sure that was an epic monster.

    By the time you encounter any non-undead/construct with DR, you will be dealing enough damage to bypass it and kill it instantly.

    Let's look at a level 1 Fighter with a measly strength bonus of +1 wielding the sword.

    The average of 4d6 is 14, +5 from its enhancement bonus, +1 from your strength modifier. You will reliably be able to instantly kill anything with DR 15 or less. That's pretty much everything in the first monster manual except dragons, and those get DR bypassed anyway since it's a magic weapon.

    Now, if you don't care, that's fine, I'll just stop commenting. I'm just trying to give you some feedback so it might be used in more games.

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    Quote Originally Posted by Mystic Muse View Post
    I guess not.

    Probably never going to matter. I think the absolute highest I've ever seen DR is at 40, and I'm pretty sure that was an epic monster.

    By the time you encounter any non-undead/construct with DR, you will be dealing enough damage to bypass it and kill it instantly.

    Let's look at a level 1 Fighter with a measly strength bonus of +1 wielding the sword.

    The average of 4d6 is 14, +5 from its enhancement bonus, +1 from your strength modifier. You will reliably be able to instantly kill anything with DR 15 or less. That's pretty much everything in the first monster manual except dragons, and those get DR bypassed anyway since it's a magic weapon.

    Now, if you don't care, that's fine, I'll just stop commenting. I'm just trying to give you some feedback so it might be used in more games.

    Any DM to give Durandal to a 1st level character either has a screw loose, or is playing quite the fun game (Because he doesn't have a screw loose and is playing a game with epic powers and tales of conquest through use of legendary blades and divine guidance, or something).

    Which is the point. Any of these swords are intended for situational use that varies on the games its to be included in. In fact, unless the DM wants to include it your never going to see it in-game as per the general idea behind any d&d content official or no.

    I had to have the slaying-sword. What legendary sword list would this be if I didn't have one that would kill almost anything it can cut?
    ^- Which is where the main play is at. The weapon needs to actually hit. As is the general idea behind anything, but yea. Unlike other blades such as Fragarach, Durendal can be avoided with a nice shield and set of armor.
    Last edited by Cipher Stars; 2012-07-02 at 10:47 PM.

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    Quote Originally Posted by Cipherthe3vil View Post
    Oooh, yes, by jollies yes I did. Thats where I got the visual theme for Clarent from. I may also take its Excalibur idea, even though I've already written it in under a different name it could still work. I've definitely already used Joyeuse and Durendal. I don't remember seeing/reading anything about them in the books though. I knew there were four swords, but I only recall anything about Clarent and Excalibur.
    The first book in the series (entitled The Alchemist) has only Excalibur. They add Clarent in the second book. Durendal and Joyeuse come later (I think they show up around book four).

    I would suggest reading the entire series, its quite good. My only disappointment was the last few chapters (of the last book), which I feel didn't wrap up the story that well and were rather unsatisfactory to the reader.
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    Did you add The Dragonbone Sword to the list up top yet?

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    Quote Originally Posted by Blueiji View Post
    The first book in the series (entitled The Alchemist) has only Excalibur. They add Clarent in the second book. Durendal and Joyeuse come later (I think they show up around book four).

    I would suggest reading the entire series, its quite good. My only disappointment was the last few chapters (of the last book), which I feel didn't wrap up the story that well and were rather unsatisfactory to the reader.
    Yea... I remember being miffed at how it ended. But hey, Book 5 and 6 are out. I should pick them up.

    Quote Originally Posted by Elricaltovilla View Post
    Did you add The Dragonbone Sword to the list up top yet?
    I was waiting for you to give it a name-name, so it'd fit with the others. ( I'm OCD like that... )
    Last edited by Cipher Stars; 2012-07-03 at 12:37 AM.

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    Sorry if I'm ultimately just bugging you. I'm just trying to say that I think there are ways to make the weapons awesome and flavorful while feeling like artifacts (Which I feel like you did with Caledfwlch) without making them broken to the point where they're nearly unusuable (Which I feel like Durendal is).

    Quote Originally Posted by Cipherthe3vil View Post
    Any DM to give Durandal to a 1st level character either has a screw loose, or is playing quite the fun game (Because he doesn't have a screw loose and is playing a game with epic powers and tales of conquest through use of legendary blades and divine guidance, or something).
    My point was that a character should not be able to one-shot anything in the game they can hit. I know it now excludes Constructs and undead, but still.

    Which is the point. Any of these swords are intended for situational use that varies on the games its to be included in. In fact, unless the DM wants to include it your never going to see it in-game as per the general idea behind any d&d content official or no.
    I'm aware of this. I just can't see any point at which I would use Durendal because if it's a multi-person game (Which is what I pretty much always run) the other players will feel superfluous compared to whoever has it.

    I like CaledFwlch a lot personally. Heck, I even plan on using it as soon as I get the chance. It's neat, it's flavorful, and it's not so powerful that it makes the other players (If there are any) feel useless. Though, I would clarify that the wielder doesn't have to make the save against the blindness.

    I had to have the slaying-sword. What legendary sword list would this be if I didn't have one that would kill almost anything it can cut?
    While you have a point about this, I believe there may be a better way to go about it. How about something like this?


    The slaying blade
    Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
    Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.

    Durendal Ignores any damage reduction a creature has, bypasses the hardness of any object it strikes, and negates any form of regeneration or fast healing until the user is slain or the creature afflicted takes an extended rest. Any creature slain by Durendal is instantly disintegrated, not even leaving a pile of ash behind.

    None can avoid the death brought about by Durendal. If a Lich, Demilich, or similar being is destroyed by Durandal, Its Phylacteries (Or similar thing keeping it from permanently dying) are destroyed along with it.

    Durendal's effects cannot be negated in any way, and not even deities are exempt. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong army long enough for its owner's king to retreat to an allied kingdom.

    Lastly, Durendal protects its user from those who would wish to stop them. While Durendal treats its user as its true owner, its user cannot be perceived through divination by anybody its user intends to kill, not even deities.

    Durendal is treated as a +5 bastard sword.


    How's that? Still has good flavor for an all slaying blade, and if this were to ever be used in a game, it wouldn't make other party members feel superfluous.

    Which I feel is another problem with the original. It makes pretty much everybody else in your group obsolete and makes fights against bosses which should be fairly epic (Fighting a Dragon, storming the gates of hell, ETC.) Into a foregone conclusion.

    One more example of what I mean. If Durendal is intended solely for campaigns with only a single player, you can pretty much ignore the spoiler, but you should say that next to Durendal and any other items that you intend to only be used in single player games.
    Spoiler
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    Let's say Durendal is currently in the hands of an 18th level fighter. Next, let's say he's up against a Mature Adult Red Dragon, a fairly Iconic Monster in a fight that should be pretty epic.

    Next, let's use a basic human fighter with the standard ability array (Highest initial score being 15) and put his 15 in Strength. Now, it's not unreasonable for him to by now have put three points into his strength score, and having some gauntlets of Ogre Power, so he has 20 Strength, and has probably gotten Weapon Focus and Greater Weapon Focus for Bastard swords.

    So, 18 from his Base attack bonus, 5 from his strength bonus, 2 from Greater Weapon Focus, and 5 from Durandal. That all adds up to 30 without any other modifications.

    The Mature Adult Red has an AC of 32, and defender loses in 3.5. You hit the Red Dragon on anything but a one, and it will instantly kill the red Dragon.

    Heck, let's take away the Greater Weapon focus (Fairly reasonable, not every melee character is a fighter after all) and even reduce strength to a measly 10 (Probably not going to ever happen, but still).

    Now, the +2 from Greater weapon focus is easily re-obtained from charging, making their attack bonus still at +25, meaning they'll still instantly kill the dragon on a roll of 7 or higher.

    This is with a single character with no support other than his weapon. A fight that is supposed to be a challenge for 4 level 18 characters is no longer a challenge because a melee character who even slightly knows what they're doing can reliably hit the dragon on anything but a 1. Even if they don't know what they're doing and just have the bonuses from Durendal and their base attack bonus, they still kill the dragon on a 9 or higher.

    The worst part is that it makes the rest of the party nearly obsolete. They want to have fun, be badass and kill things too, but there's not much point because whoever has Durendal essentially has a "You die." button right there against anything it can hit, which could quite easily be everything.


    Which is where the main play is at. The weapon needs to actually hit. As is the general idea behind anything, but yea. Unlike other blades such as Fragarach, Durendal can be avoided with a nice shield and set of armor.
    Hitting is almost never going to be a problem. Attack bonuses scale much faster than Armor Class bonuses do (Which I tried to show in the above spoiler), and there are far more ways to increase your attack bonus than there are ways to increase your armor class.
    Last edited by Mystic Muse; 2012-07-03 at 01:07 AM.

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    Quote Originally Posted by Mystic Muse View Post
    Sorry if I'm ultimately just bugging you. I'm just trying to say that I think there are ways to make the weapons awesome and flavorful while feeling like artifacts (Which I feel like you did with Caledfwlch) without making them broken to the point where they're nearly unusuable (Which I feel like Durendal is).
    Not bugging. Just persistent.
    My point was that a character should not be able to one-shot anything in the game they can hit. I know it now excludes Constructs and undead, but still.

    I'm aware of this. I just can't see any point at which I would use Durendal because if it's a multi-person game (Which is what I pretty much always run) the other players will feel superfluous compared to whoever has it.

    I like CaledFwlch a lot personally. Heck, I even plan on using it as soon as I get the chance. It's neat, it's flavorful, and it's not so powerful that it makes the other players (If there are any) feel useless. Though, I would clarify that the wielder doesn't have to make the save against the blindness.

    While you have a point about this, I believe there may be a better way to go about it. How about something like this?


    The slaying blade
    Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
    Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.

    Durendal Ignores any damage reduction a creature has, bypasses the hardness of any object it strikes, and negates any form of regeneration or fast healing until the user is slain or the creature afflicted takes an extended rest. Any creature slain by Durendal is instantly disintegrated, not even leaving a pile of ash behind.

    None can avoid the death brought about by Durendal. If a Lich, Demilich, or similar being is destroyed by Durandal, Its Phylacteries (Or similar thing keeping it from permanently dying) are destroyed along with it.

    Durendal's effects cannot be negated in any way, and not even deities are exempt. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong army long enough for its owner's king to retreat to an allied kingdom.

    Lastly, Durendal protects its user from those who would wish to stop them. While Durendal treats its user as its true owner, its user cannot be perceived through divination by anybody its user intends to kill, not even deities.

    Durendal is treated as a +5 bastard sword.


    How's that? Still has good flavor for an all slaying blade, and if this were to ever be used in a game, it wouldn't make other party members feel superfluous.

    Which I feel is another problem with the original. It makes pretty much everybody else in your group obsolete and makes fights against bosses which should be fairly epic (Fighting a Dragon, storming the gates of hell, ETC.) Into a foregone conclusion.

    One more example of what I mean. If Durendal is intended solely for campaigns with only a single player, you can pretty much ignore the spoiler, but you should say that next to Durendal and any other items that you intend to only be used in single player games.
    Spoiler
    Show
    Let's say Durendal is currently in the hands of an 18th level fighter. Next, let's say he's up against a Mature Adult Red Dragon, a fairly Iconic Monster in a fight that should be pretty epic.

    Next, let's use a basic human fighter with the standard ability array (Highest initial score being 15) and put his 15 in Strength. Now, it's not unreasonable for him to by now have put three points into his strength score, and having some gauntlets of Ogre Power, so he has 20 Strength, and has probably gotten Weapon Focus and Greater Weapon Focus for Bastard swords.

    So, 18 from his Base attack bonus, 5 from his strength bonus, 2 from Greater Weapon Focus, and 5 from Durandal. That all adds up to 30 without any other modifications.

    The Mature Adult Red has an AC of 32, and defender loses in 3.5. You hit the Red Dragon on anything but a one, and it will instantly kill the red Dragon.

    Heck, let's take away the Greater Weapon focus (Fairly reasonable, not every melee character is a fighter after all) and even reduce strength to a measly 10 (Probably not going to ever happen, but still).

    Now, the +2 from Greater weapon focus is easily re-obtained from charging, making their attack bonus still at +25, meaning they'll still instantly kill the dragon on a roll of 7 or higher.

    This is with a single character with no support other than his weapon. A fight that is supposed to be a challenge for 4 level 18 characters is no longer a challenge because a melee character who even slightly knows what they're doing can reliably hit the dragon on anything but a 1. Even if they don't know what they're doing and just have the bonuses from Durendal and their base attack bonus, they still kill the dragon on a 9 or higher.

    The worst part is that it makes the rest of the party nearly obsolete. They want to have fun, be badass and kill things too, but there's not much point because whoever has Durendal essentially has a "You die." button right there against anything it can hit, which could quite easily be everything.




    Hitting is almost never going to be a problem. Attack bonuses scale much faster than Armor Class bonuses do (Which I tried to show in the above spoiler), and there are far more ways to increase your attack bonus than there are ways to increase your armor class.

    Durendal is as I want it as-is, as it is intended to be, which is as its counterpart from which it was created from functions (Kills anything it gets a decent hit on- Including gods.) Its just a +5 bastard sword against anything immune to negative energy damage or Death effects, and against constructs/objects/anything without a Constitution score. (Because the blade its based off of doesn't effect them either).

    It is completely as intended and true to its origin, and I recognized its overpowered against anything that is a living creature not immune to death effects or necrotic energy. I recognize most players wont get to use it outside of epic just-for-mindless-carnage games or epic games where the blade is the target quest-item in order to kill something epic or bring about a bloody fist of justice to tyranny (or lawful order, for evil games).


    Still. I believe its just fine in a party of Four. One has Durendal (Slayer of Living), one has Moriarch (Slayer of Undead), one has Tonbogiri (Destroyer of Constructs), and another has Caladbolg (Slayer of Crowds).

    A DM wont allow Durendal unless he/she could balance it in the world through various means or make it some ultimate goal for the means with which to slay something that needs a good slaying.

    I did however make it 50 instead of 5, kinda like death from massive damage, just without a save and isn't "death from massive damage".
    Thats the most I can do, just that much is far from the sword's origin. The real sword its based off could kill if you draw even the slightest prick of blood.
    Last edited by Cipher Stars; 2012-07-03 at 01:42 AM.

    My Homebrew

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