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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Sep 2013

    Default Homebrew Legacy Weapons!

    Hail, friends!

    Long time lurker of the forums and avid roleplayer here, looking for some helpful feedback from the community I've grown to love! You all rock!

    As I'm sure your apex reading skills have lead you to believe, this thread will contain legacy weapon ideas that I throw out because everyone knows if you throw enough crap at the walls, etc. etc.

    First, let me lay down some ground rules for what I'm looking for, to help everyone:

    1. Rule of Cool
    I'm looking for cool. I strive to create cool. I want one of my players to say that word every session because that makes me feel like an awesome DM. If you feel like proposing something that might not work mechanically, but would be TOTALLY. FREAKIN'. METAL. Instead of trying to balance or tweak one of my existing ideas. Then please, go ahead.

    2. Critique, Not Criticize
    Please, for the love of Gary Gygax, be gentle.

    3. There's Lots of Brew In This Home Game
    These weapons are designed for a.. how to best describe it.. high octane, high thrills, high risk-high reward type of game. High Fantasy. As such, my ideas may not always follow proper progression (which is intentional, I swears) or do things that can't be mechanically justified. Keep this in mind. The power level may just be over 8000, just go with it.

    4. Flavor Me Hard
    Crunch is something I'm not so worried about. I have a huge imagination and I am brimming with ideas. If I want to make it work, I will. If you want to write a bit of fluff here and there, expand a story, tweak it, PLEASE. DO IT. HARD. I love fluff more than anything.

    5. Find the Path
    These weapons are for the Pathfinder D20 System only, not 4th, not 3rd, not nuttin' but Pathfinder.

    6. Help?
    I can't figure out how to properly code HTML to take spaces. Any suggestions?

    7. Thank You
    Being appreciative is not a rule, but I thought I'd just out it here, to thank you in advance.

    So, without further ado, I introduce the first Legacy Weapon: Yoru Akuma - The Night Demon.
    Spoiler
    Show

    YORU AKUMA

    A finer blade on could not find in all the realms of men and beasts. Everything about this sword compliments everything else, from the delicate wooden handle sanded and smoothed until the blackened wood was like silk upon the hands, and then wrapped in the finest black chain and black silks so the grip of a wielder might never slip. The flowing handguard forged of thin interlacing black steel to create a unique latticework many times stronger than a single piece hammered out to create a lesser blade's guard. But all of this pales before the actual blade Yoru Akuma possesses; darker than the soul of any man, more deep and consuming than the hunger of all the damned in all of hell and so sharp and finely made it cuts flesh, bone, wood, steel and near every other material as if it were but paper and if held at certain angles the blade seems to disappear, even when plunged into an enemy.

    NON-LEGACY GAME STATISTICS
    +1 Ebon Iron Katana. Everything about Yoru Akuma is completely silent; drawing, parrying and attacking make no sound at all.

    OMEN
    Yoru Akuma trails deep, black smoke filled with violent whispers with each swing and if left unsheathed or used in combat will quickly fill a five foot square in one round.

    HISTORY
    Kagini Saiten was an angry child, far beyond what any normal child should have been. He was abnormally large among his people and quite strong, but he was not as valued as he wished because he was prone to accidents that often left many injured or even a few dead. As honor was as important to Kagini as any other, he decided to try and become a student at his village's only dojo. His strength only exacerbated the problem, as even with only a wooden sword Kagini's blows were deadly and his outrage at being unable to quickly attain the level of mastery he sought saw him forcefully removed from the temple by the master of the dojo. Kagini's mind was marred by the insanity of what he felt was a futile attempt to make himself beloved, and one night he lit his house on fire with his family inside and set out from the village, away from the burning beacon in the night that was his home and the screams of his family.
    (Knowledge (History), DC 20: Remembrance of Saiten.)

    What Kagini did next is lost to time, though what is known is that he was not seen for many many years, long enough for people to move forget about him and all he had done. Some thought maybe the child had died in the mountains or left the land of his birth altogether, or perhaps even sought elightenment to atone for his crime. Sadly, the truth is much more tragic. Kagini did indeed head into the mountains, high enough to see many towns like his, filled with hateful villagers that weren't even aware of Kagini's pained existence and dojo's that taught everything he could never learn. He raged at the injustice of the world and tragically was trapped by a landslide inside the cave he had taken refuge in, and could not escape. Every curse he could summon was hurled at the stone wall that would cause his slow death, but he was well and truly trapped. Then, as if some kind of demon straight out of nightmare, legends all over Tian speak of a shadowy swordsmen who slaughtered anyone in his way without provocation or mercy, including all the masters of every dojo it came across. This continued for 7 years, with no one able to stop this demon, and just as suddenly as it had appeared the demon vanished without a trace.
    (Knowledge (History), DC 25: Journey of Kagini.)

    Eventually, the Imperial Army intervened in what is now known as the Battle of Blood Shadow Pass. At the highest mountain in Tian, the Army clashed with but a single creature that people had taken to calling Yoru Akuma - the Night Demon. Records are shady about the actual battle, save for official imperial records detailing that it was without incident and heroic in the extreme. Anyone who actually saw the battle would have witnessed rivers of blood, nightmarish amounts of brutality and slaughter, and at the end of it all, on the highest peak, an emaciated man so withered and old and small he looked like a child from far away knelt and committed ritual suicide with the blade the Night Demon wielded, though as Kagini had no friends or remaining enemies his ritual could not be completed properly, and he died in anguish. And if one stood at that the same spot Kagini died, they would see Kagini's sleepy old village.
    (Knowledge (History), DC 30: Rite of Blood.)

    LEGACY RITUALS
    Remembrace of Saiten
    Test:
    You must travel to the village where Kagini Saiten was born, which is now but a dilapidated forgotten ruin somewhere in the mountains of Tian and spend 1 week in meditation, burning incense in 12 hour shifts, where you may do nothing each day but sit in the burned ruins of his house and think upon one lesson Kagini could never learn: Patience.
    Cost: 10,700 GP, 500 XP.
    Feat Granted: Least Legacy (Yoru Akuma)

    Journey of Kagini
    Test:
    You must travel to the seven towns Kagini Saiten visited after acquiring Yoru Akuma on his mad quest for power and meditate at the grave of each master he killed, each time burnign powerful incense to honor their memory. These master's souls do not rest easy, and you must defeat them in honorable combat using only Yoru Akuma before they can find rest.
    Cost: 26,000 GP, 1000 XP.
    Feat Granted: Lesser Legacy (Yoru Akuma)

    Rite of Blood
    Test:
    You must travel to the tallest mountain in all the land and burn very specific incense over Yoru Akuma for 1 hour, at the end of which the user will be transported to a shadowy dojo in which Kagini Saiten's tormented soul resides, a twisted personal hell. No record exists of what can be found within this terrible place, but whatever it is it can be certain that only true redemption or true death can be the outcome after this test is begun.
    Cost: 45,000 GP, 1,500 XP.
    Feat Granted: Greater Legacy (Yoru Akuma)

    ABILITIES
    Path of the Acolyte
    Benefit:
    Beginning at 5th level, when the first ritual is completed, Yoru Akuma awakens and becomes an intelligent item. Yoru Akuma has an Intelligence of 13, a Wisdom of 13 and a Charisma of 8. Its alignment is Neutral and it communicates only via empathy. Being awoken yet still quite weak, the blade has no apparent goal but seems to quietly relish any combat. The katana can see and hear to a range of 60 feet. Its Ego score is 5 + its enhancement bonus.

    Twice-Striking Slice
    Benefit:
    Beginning at 6th level, whenever deals damage to a creature that has not been damaged in the current combat, if the attack is successful, all numerical aspects of the first attack are maximized.

    Shadow Limbs
    Benefit:
    Beginning at 8th level once per day, as a standard action the wielder of Yoru Akuma may extend the reach of his hands and feet to entangle and toy with others. The wielder is considered to have a 30 foot reach for the purposes of combat maneuvers only and may perform any combat maneuver they know with regular bonuses.

    Three Chains
    Benefit:
    Beginning at 9th level, by spending a move action and 4 points of Ki, the wielder of Yoru Akuma may generate three spiked shadowy chains that coil around him like living snakes. He may then as a free action designate these chains to perform one action for one round, limited to the following: Target a single enemy up to 30 feet away and attack it (D20 + Wielder's BAB + Wielder's Wisdom Modifier) targeting CMD. If successful, the target is blinded for 2d4 rounds. Cause a chain to fly forward and ensnare an enemy, allowing the wielder to cause the opponent to suffer half the damage it suffered from the wielder's attack in the previous round. Finally, the wielder of Yoru Akuma may wrap a chain around the feet of their prey and entangle them, with Yoru Akuma counting as an opposing force.

    Hidden Moon
    Benefit:
    Beginning at 10th level, 3 times per day by spending 1 point of Ki, the wielder may be considered ethereal during a charge, and this effect ends when the charge is complete but before any attacks are made.

    Sight's Betrayal
    Benefit:
    Beginning at 12th level, by spending a swift action and 3 points of Ki the wielder of Yoru Akuma may create a perfect double of themself to confuse enemies. This double may not move or attack unless the wielder "transfers" those actions to the copy, in which case the double may take any action it is given immediately, though it can never full attack and may only attack at the wielder's highest BAB, and can move at the wielder's full speed and use all modes of movement available to the wielder. This copy lasts a number of rounds equal to the wielder's wisdom modifier, but disappears early if no actions are transferred to it for three consecutive rounds. If the wielder possesses the Vanishing Trick Ninja Trick, they may use it after creating the double as a free action, at normal cost.

    Path of the Learned
    Benefit:
    Beginning at 13th level and after the second ritual is completed, the second part of Yoru Akuma awakens and joins with the first. Yoru Akuma's Wisdom and Intelligence increase to 17 and it gains the See in Darkness universal monster ability. It also gains the ability to communicate in Tian and Common to its wielder, and encourages violence in all forms and its Ego score increases to 10 + its enhancement bonus. In addition, Yoru Akuma can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.

    Steel Rain Defense
    Benefit:
    Beginning at 15th level, as an immediate action once per round the wielder of Yoru Akuma may dodge a melee attack but must move as part of this action. The wielder may move up to their speed but this movement is subtracted from their available movement in the next round. In addition, the wielder of Yoru Akuma may throw a single thrown weapon at the target they avoided with Steel Rain Defense. This attack is explicitly an attack action, and not a standard action.

    Starfall
    Benefit:
    Beginning at 16th level, when using Steel Rain Defense, the wielder's speed is not subtracted from their movement next round if they move while using Steel Rain Defense. In addition, the wielder may sacrifice 15 feet of movement that will be subtracted from their movement next round to throw an additional thrown weapon, up to their maximum movement speed or the maximum amount of attacks the wielder can make.

    Two Cuts
    Benefit:
    Beginning at 17th level, Yoru Akuma ignores half the armor bonus or natural armor bonus any creature possesses, except for enhancement bonuses.

    Path of the Master
    Benefit:
    Beginning at 18th level, after the final ritual is complete, Yoru Akuma fulls awakens. Its Wisdom and Intelligence increase to 20 and it gains the ability to communicate with its wielder telepathically, the katana gains blindsense out to 120 feet and can share all of its senses with its wielder, which gives the wielder's eyes an unnerving red glow when it is doing so. Its Ego score increases to 17 + its enhancement bonus.

    Shadow Reaping
    Benefit:
    Beginning at 19th level, once per day on command, you can frighten all creatures to death within 30 feet, as the Wierd spell. In addition, Yoru Akuma's wielder heals 15 hit points per creature killed in this way and also gains a +4 insight bonus to attack and damage rolls until the end of their next turn. The save DC is 25, or 19 + your Wisdom modifier, whichever is higher.

    One Cut
    Benefit:
    Beginning at 20th level, Yoru Akuma ignores all the armor bonus or natural armor bonus any creature possesses, except for enhancement bonuses .

    WIELDER REQUIREMENTS
    Improved Unarmed Strike
    Stealth: 6 Ranks
    Perception: 6 Ranks
    Special: The wielder must sacrifice a single point of Ki to be able to awaken the weapon into a legacy item. This is regained when the wielder attains 20th level.

    PERSONAL COSTS
    {table=head]Level|Hit Point Loss|Save Penalty|Skill Check Penalty|Abilities
    5|-1|-|-|Path of the Acolyte|
    6|-|-1|-|+1 Glamered Ebon Iron Katana|
    7|-|-|-|-|
    8|-1|-|-1|Shadow Limbs 1/day|
    9|-1|-|-|+2 Glamered Ebon Iron Katana, Three Chains|
    10|-1|-|-|Hidden Moon|
    11|-|-|-|-|
    12|-1|-|-|+2 Ki Intensifying Glamered Ebon Iron Katana, Sight's Betrayal|
    13|-|-|-|Path of the Learned|
    14|-|-|-|-|
    15|-1|-1|-1|Steel Rain Defense|
    16|-1|-|-|+4 Agile Ki Intensifying Glamered Ebon Iron Katana, Starfall|
    17|-1|-|-|Two Cuts|
    18|-|-|-|+5 Keen Agile Ki Intensifying Glamered Ebon Iron Katana, Path of the Master|
    19|-1|-1|-|Shadow Reaping 1/day|
    20|-1|-|-|One Cut|[/table]



    EDIT: Cleaned up the whole entry! Also cleaning up the wording, as suggested.
    Last edited by Raven Frostwolf; 2013-09-20 at 09:02 PM.

  2. - Top - End - #2
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Homebrew Legacy Weapons!

    Your writing needs a bit of editing to remove the excessively flowery text, which detracts rather than enhances. Unless only you are planning to use this in a home campaign delete the long history of the sword. It probaby won't fit most campaigns.

    Yoru Akuma

    Everything about this sword compliments everything else, from the delicate wooden handleto the finest black chain and black silk grip. The flowing handguard forged of thin interlacing black steel creates a unique latticework many times stronger than a single piece hammered out to create a lesser blade's guard.

    All of this pales before the actual blade Yoru Akuma possesses. It is dark, and so sharp and finely made, it cuts nearly every material as if it were paper. If held at certain angles, the blade seems to disappear, even when plunged into an enemy.

    Non-legacy Game Statistics
    +1 Ebon Iron Katana. Yoru Akuma is completely silent when drawn, when parried and when attacking.

    Omen
    Yoru Akuma trails deep, black smoke filled with violent whispers with each swing and if left unsheathed or used in combat will quickly fill a five foot square in one round. What is the Spot DC to notice the smoke?

    History
    You have contradictory information. You really need to shorten this to a few concise sentences that explain how and why. The paragraphs should tell a story and flow seamlessly. He is angry, sullen and cowardly. Don't just say it, show it. You might want to include rumors as well as the truth. What people think they know and what the actual truth is may not be the same thing.

    "Kagini Saiten was a large and sullen man who become a master with the sword and earned the respect of his fellow villagers. Despite this, he became outraged at being unable to quickly attain the lofty level of mastery he sought. The master of his dojo forcefully removed from the temple after a few short days. "

    In shame and fueled by rage, he decided to end his life and take his family with him so they would be spared the consequences of his bad behavior. One night, he lit his house on fire with his family inside. However, instead of being honorable and true to his word, he cowardly slunk from the village in the middle of the night, away from his burning home and the screams of his family.
    (Knowledge (History), DC 20: Remembrance of Saiten.)

    Kagini headed into the mountains, high enough to see many towns like his, filled with hateful villagers that weren't even aware of Kagini's pained existence and dojos that taught everything he could never learn. He raged at the injustice of the world and tragically was trapped by a landslide inside the cave he had taken refuge in, and could not escape.

    Every curse he could summon was hurled at the stone wall that would cause his slow death, but he was well and truly trapped. You need to be clear that he became a demon or that he gained some supernatural powers in undeath or something

    Not long after Kagini's disappearance, legends over Tian began to speak of a shadowy swordsman who slaughtered anyone in his way without provocation or mercy. He seemed to take particularly pleasure in attacking the masters of every dojo he came across. The swath of slaughter continued for 7 years, with no one able to stop the bloodshed.

    Suddenly as it had appeared, the swordsman vanished without a trace.
    (Knowledge (History), DC 25: Journey of Kagini.)

    Eventually, the Imperial Army intervened in what is now known as the Battle of Blood Shadow Pass. At the highest mountain in Tian, the Army clashed with but a single creature that people had taken to calling Yoru Akuma - the Night Demon.

    Records are shady about the actual battle, save for official imperial records detailing that it was without incident and heroic in the extreme.

    Everyone who actually saw the end of the battle, witnessed an emaciated man, so withered and old and small he looked like a child from far away, kneeling as he committed ritual suicide with the blade the Night Demon wielded.

    As Kagini had no friends or remaining enemies, his ritual could not be completed properly, and he died in anguish. If one stood at that the same spot Kagini died, he would see Kagini's sleepy old village.
    (Knowledge (History), DC 30: Rite of Blood.)

    Legacy Rituals

    Remembrace of Saiten
    Test: You must travel to the village where Kagini Saiten was born, which is now but a dilapidated forgotten ruin somewhere in the mountains of Tian and spend 1 week in meditation, burning incense in 12 hour shifts, where you may do nothing each day but sit in the burned ruins of his house and think upon one lesson Kagini could never learn: Patience.
    Cost: 10,700 GP, 500 XP.
    Feat Granted: Least Legacy (Yoru Akuma)

    Journey of Kagini
    Test: You must travel to the seven towns Kagini Saiten visited after acquiring Yoru Akuma on his mad quest for power and meditate at the grave of each master he killed, each time burnign powerful incense to honor their memory. These master's souls do not rest easy, and you must defeat them in honorable combat using only Yoru Akuma before they can find rest.
    Cost: 26,000 GP, 1000 XP.
    Feat Granted: Lesser Legacy (Yoru Akuma)

    Rite of Blood
    Test: You must travel to the tallest mountain in all the land and burn very specific incense over Yoru Akuma for 1 hour, at the end of which the user will be transported to a shadowy dojo in which Kagini Saiten's tormented soul resides, a twisted personal hell. No record exists of what can be found within this terrible place, but whatever it is it can be certain that only true redemption or true death can be the outcome after this test is begun.
    Cost: 45,000 GP, 1,500 XP.
    Feat Granted: Greater Legacy (Yoru Akuma)

    Abilities

    Path of the Acolyte
    Benefit: Beginning at 5th level, when the first ritual is completed, Yoru Akuma awakens and becomes an intelligent item. Yoru Akuma has an Intelligence of 13, a Wisdom of 13 and a Charisma of 8. Its alignment is Neutral and it communicates only via empathy. Being awoken yet still quite weak, the blade has no apparent goal but seems to quietly relish any combat. The katana can see and hear to a range of 60 feet. Its Ego score is 5 + its enhancement bonus.

    Twice-Striking Slice
    Benefit: Beginning at 6th level, whenever deals damage to a creature that has not been damaged in the current combat, if the attack is successful, all numerical aspects of the first attack are maximized.
    Shadow Limbs
    Benefit: Beginning at 8th level once per day, as a standard action the wielder of Yoru Akuma may extend the reach of his hands and feet to entangle and toy with others. The wielder is considered to have a 30 foot reach for the purposes of combat maneuvers only and may perform any combat maneuver they know with regular bonuses.

    Three Chains
    Benefit: Beginning at 9th level, by spending a move action and 4 points of Ki, the wielder of Yoru Akuma may generate three spiked shadowy chains that coil around him like living snakes. He may then as a free action designate these chains to perform one action for one round, limited to the following: Target a single enemy up to 30 feet away and attack it (D20 + Wielder's BAB + Wielder's Wisdom Modifier) targeting CMD. If successful, the target is blinded for 2d4 rounds. Cause a chain to fly forward and ensnare an enemy, allowing the wielder to cause the opponent to suffer half the damage it suffered from the wielder's attack in the previous round. Finally, the wielder of Yoru Akuma may wrap a chain around the feet of their prey and entangle them, with Yoru Akuma counting as an opposing force.

    Hidden Moon
    Benefit: Beginning at 10th level, 3 times per day by spending 1 point of Ki, the wielder may be considered ethereal during a charge, and this effect ends when the charge is complete but before any attacks are made.

    Sight's Betrayal
    Benefit: Beginning at 12th level, by spending a swift action and 3 points of Ki the wielder of Yoru Akuma may create a perfect double of themself to confuse enemies. This double may not move or attack unless the wielder "transfers" those actions to the copy, in which case the double may take any action it is given immediately, though it can never full attack and may only attack at the wielder's highest BAB, and can move at the wielder's full speed and use all modes of movement available to the wielder. This copy lasts a number of rounds equal to the wielder's wisdom modifier, but disappears early if no actions are transferred to it for three consecutive rounds. If the wielder possesses the Vanishing Trick Ninja Trick, they may use it after creating the double as a free action, at normal cost.

    Path of the Learned
    Benefit: Beginning at 13th level and after the second ritual is completed, the second part of Yoru Akuma awakens and joins with the first. Yoru Akuma's Wisdom and Intelligence increase to 17 and it gains the See in Darkness universal monster ability. It also gains the ability to communicate in Tian and Common to its wielder, and encourages violence in all forms and its Ego score increases to 10 + its enhancement bonus. In addition, Yoru Akuma can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.

    Steel Rain Defense
    Benefit: Beginning at 15th level, as an immediate action once per round the wielder of Yoru Akuma may dodge a melee attack but must move as part of this action. The wielder may move up to their speed but this movement is subtracted from their available movement in the next round. In addition, the wielder of Yoru Akuma may throw a single thrown weapon at the target they avoided with Steel Rain Defense. This attack is explicitly an attack action, and not a standard action.

    Starfall
    Benefit: Beginning at 16th level, when using Steel Rain Defense, the wielder's speed is not subtracted from their movement next round if they move while using Steel Rain Defense. In addition, the wielder may sacrifice 15 feet of movement that will be subtracted from their movement next round to throw an additional thrown weapon, up to their maximum movement speed or the maximum amount of attacks the wielder can make.

    Two Cuts
    Benefit: Beginning at 17th level, Yoru Akuma ignores half the armor bonus or natural armor bonus any creature possesses, except for enhancement bonuses.

    Path of the Master
    Benefit: Beginning at 18th level, after the final ritual is complete, Yoru Akuma fulls awakens. Its Wisdom and Intelligence increase to 20 and it gains the ability to communicate with its wielder telepathically, the katana gains blindsense out to 120 feet and can share all of its senses with its wielder, which gives the wielder's eyes an unnerving red glow when it is doing so. Its Ego score increases to 17 + its enhancement bonus.

    Shadow Reaping
    Benefit: Beginning at 19th level, once per day on command, you can frighten all creatures to death within 30 feet, as the Wierd spell. In addition, Yoru Akuma's wielder heals 15 hit points per creature killed in this way and also gains a +4 insight bonus to attack and damage rolls until the end of their next turn. The save DC is 25, or 19 + your Wisdom modifier, whichever is higher.

    One Cut
    Benefit: Beginning at 20th level, Yoru Akuma ignores all the armor bonus or natural armor bonus any creature possesses, except for enhancement bonuses.

    Wielder Requirements
    Improved Unarmed Strike
    Stealth 6 Ranks
    Perception 6 Ranks
    Special: The wielder must sacrifice a single point of Ki to be able to awaken the weapon into a legacy item. This is regained when the wielder attains 20th level.

    The following belongs in a chart. Check the stickied threads on this forum for guidance in making charts and we can always help.

    Personal Costs (WORK IN PROGRESS) IN TOTAL YOU LOSE: -10 Hit Points, -3 to all your saves, and -2 to all skill checks.
    Level-----Hit Point Loss Save Penalty Skill Check Pen. Abilities
    5th -1 -- -- Path of the Acolyte
    6th -- -1 -- +1 Glamered Ebon Iron Katana, Twice-Striking Slice
    7th -- -- --
    8th -1 -- -1 Shadow Limbs 1/day
    9th -1 -- -- +2 Glamered Ebon Iron Katana, Three Chains
    10th -1 -- -- Hidden Moon
    11th -- -- --
    12th -1 -- -- +2 Ki Intensifying Glamered Ebon Iron Katana, Sight's Betrayal
    13th -- -- -- Path of the Learned
    14th -- -- --
    15th -1 -2 -2 Steel Rain Defense
    16th -1 -- +4 Agile Ki Intensifying Glamered Ebon Iron Katana, Starfall
    17th -1 -- -- Two Cuts
    18th -- -- -- +5 Keen Agile Ki Intensifying Glamered Ebon Iron Katana, Path of the Master
    19th -1 -3 -- Shadow Reaping 1/day
    20th -1 -- -- One Cut


    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    Sep 2013

    Default Re: Homebrew Legacy Weapons!

    Wow, thanks! I'll get started on these changes right away and see what I can crank out. It is a process after all.

    Thanks again.

  4. - Top - End - #4
    Halfling in the Playground
     
    Magnyr_Delorn's Avatar

    Join Date
    Oct 2012

    Default Re: Homebrew Legacy Weapons!

    No fluff here(DM responsible for that), but here is a legacy weapon I hammered out() around Greathorn Minotaurs:

    Tauren Earthfriend

    Character Attack Fort Save Hit Point
    Level Penalty Penalty Loss Special
    5th +4 Racial bonus on Search Spot Listen
    6th 1
    7th 1 2 +2 adamantine impact greathammer
    8th 2 Scent
    9th 2 Gore Attack(2d6)
    10th 2 Natural Cunning
    11th +3 adamantine impact greathammer
    12th 2 Earth Warp
    13th
    14th 2 +4 adamantine impact greathammer
    15th 3 Tremorsense 120ft
    16th 2
    17th +4 adamantine impact acidic burst greathammer
    18th 3 Earth Glide
    19th
    20th 4 +5 adamantine impact acidic burst greathammer
    Ritual Costs: least 1,500 gp; lesser 13,000 gp; greater 40,000 gp.
    Nonlegacy statistics: +1 impact greathammer

  5. - Top - End - #5
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Homebrew Legacy Weapons!

    "Yoru Akuma trails deep, black smoke filled with violent whispers with each swing and if left unsheathed or used in combat will quickly fill a five foot square in one round."


    First, breathing in the smoke. Most people would start coughing and choking as they breath it in. Also, since it is black smoke, the wielder of Yoru Akuma should be able to take cover in the smoke.

    From the SRD:
    Smoke Effects
    A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.

    Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

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    Default Re: Homebrew Legacy Weapons!

    Hey, nice work.

    I created a similar blade in the early 90s, when I DMed a BECMI D&D campaign, so I'm totally with you on this project.

    A few questions if you will:
    - What is 'Glamered'?
    - What is 'Ebon Iron'?
    - What is 'Ki Intensifying'?
    - What is 'Agile'?
    - How often does the HP loss occur and what triggers it?

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    Post Re: Homebrew Legacy Weapons!

    Quote Originally Posted by nonsi View Post
    A few questions if you will:
    - What is 'Glamered'?
    - What is 'Ebon Iron'?
    - What is 'Ki Intensifying'?
    - What is 'Agile'?
    - How often does the HP loss occur and what triggers it?
    Agile, Glamered and Ki Intensifying are weapon enhancements from Pathfinder. He did mention this was for a Pathfinder game in his post.

    GLAMERED
    Price +4,000 gp; Aura moderate illusion; CL 10th; Weight
    A glamered weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) when so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is disguised. After a glamered weapon is used to attack, this special ability is suppressed for 1 minute.

    CONSTRUCTION REQUIREMENTS
    Cost +2,000 gp
    Craft Magic Arms and Armor, disguise self, magic aura

    KI INTENSIFYING
    Price +2 bonus; Aura strong transmutation; CL 12th; Weight
    The weapon channels and amplifies the wielder's ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk's ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1).

    After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver.

    Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying.

    CONSTRUCTION REQUIREMENTS
    Cost +2 bonus
    Craft Magic Arms and Armor, creator must be a monk

    Agile
    Price +1 bonus
    Aura moderate transmutation; CL 7th; Weight -

    DESCRIPTION
    This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat.

    Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

    CONSTRUCTION REQUIREMENTS

    Craft Magic Arms and Armor, cat's grace; Cost +1 bonus
    I'm guessing that Ebon Iron is a Special material but I don't have the source for it.

    Debby
    Last edited by Debihuman; 2013-09-21 at 08:20 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

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    Pixie in the Playground
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    Default Re: Homebrew Legacy Weapons!

    Wow! Thanks for all the help!

    I honestly did not put that much detail into the Omen of the sword because I saw it as minor, so thanks Deb for bringing that to my attention. I may tweak it so it does not give concealment, as that is a potentially powerful boon for something I once thought was minor.

    And yes, despite there being many materials to choose from I actually just made up Ebon Iron because I wanted something a little unique. It's just exceptionally rare steel.

    I assume you mean the HP loss in the Personal Costs table? It simply takes a single hit point away from your total at each listed level, for a total penalty of: -10 Hit Points, -3 All Saves, -2 Skill Checks.

    Note: Still cleaning Yoru Akuma up and working on my second weapon.
    Last edited by Raven Frostwolf; 2013-09-21 at 08:44 AM.

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    Default Re: Homebrew Legacy Weapons!

    Quote Originally Posted by Debihuman View Post
    Agile, Glamered and Ki Intensifying are weapon enhancements from Pathfinder. He did mention this was for a Pathfinder game in his post.



    I'm guessing that Ebon Iron is a Special material but I don't have the source for it.

    Debby
    How interesting.
    At some point in the character's level progression, the blade I designed back then was an Adamantite morphic weapon (a dagger that can be transformed into short/long/bastard/TH sword) of Quickness (Haste). Yes. it changed its material properties as the character gained levels.

    The characteristics are not identical, but across 2 decades they're surprisingly similar.

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    Default Re: Homebrew Legacy Weapons!

    Since Ebon Iron hasn't created yet, do you mind terribly if I go ahead and make this as a Special Material. I'm not sure you really want a material that emits smoke just because it is moved (if unsheathing a weapon of ebon iron is enough to make it smoke, the wielder better not need to breathe). Also, I have no clue about pricing. Gaining 20% miss chance seems to me that this should be pretty expensive. I doubled the cost for cold iron for this.

    What do you think?

    Ebon Iron

    Ebon iron is a rare metal that is inky black and has no sheen. Unlike most metals, it makes no sound when it hits an object. It emits a trail heavy smoke that fills a five-foot sqaure in one round whenever it is violently moved. The smoke disapates in one round once it stops moving. Simply carrying it does not cause it to emit smoke, however, throwing it or using it in combat would cause it to emit smoke.

    A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

    Items without metal parts cannot be made from ebon iron. An arrow could be made of ebon iron, but a quarterstaff could not.

    Weapons made of ebon iron cost four times as much to make as their normal counterparts. Also, adding any magical enhancements to an ebon iron weapon increases its price by 4,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one ebon iron half costs 100% more than normal.

    HP/inch 30; Hardness 10; Cost Weapons x4 normal. Add magic enhancement +4,000 gp.

    Debby
    Last edited by Debihuman; 2013-09-22 at 08:17 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

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    Pixie in the Playground
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    Default Re: Homebrew Legacy Weapons!

    Huh.

    I'm not sure what to think. You've taken the concepts I thought up for both the Non-legacy game statistics and the Omen and combined them into a material and that to me invalidates the uniqueness of the weapon.

    I thought it was very cool that the sword itself was silent, but the smoke whispers. It was to tie in to the history of the weapon.

    I may just make the weapon regular black steel. The material may not be unique, but I want the weapon to stay that way, because that's where it counts.

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    Default Re: Homebrew Legacy Weapons!

    Quote Originally Posted by Debihuman View Post
    Since Ebon Iron hasn't created yet, do you mind terribly if I go ahead and make this as a Special Material. I'm not sure you really want a material that emits smoke just because it is moved (if unsheathing a weapon of ebon iron is enough to make it smoke, the wielder better not need to breathe). Also, I have no clue about pricing. Gaining 20% miss chance seems to me that this should be pretty expensive. I doubled the cost for cold iron for this.
    Meh, smokiness seems like a small price to pay for a 20% miss chance, especially if you're a spellcaster. Besides it's easy to avoid that, a wet bandana would do the trick. I would require a Concentration check (DC 15) to avoid coughing while using it (without a mouth-covering), therefore favoring spellcasters. I'd probably allow Swashbucklers to have a feat that eliminates the need to cover their mouths while using it. Or perhaps a high enough sleight of hand check would allow you to draw it without causing it to smoke, therefore favoring rogues.

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