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  1. - Top - End - #1
    Orc in the Playground
     
    AkazilliaDeNaro's Avatar

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    Default The Guardian Blades (3.5 Magic Weapons PEACH)

    Now, not gonna lie, this is a partial Yu-gi-oh conversion, (really its just the names)

    Here we go.

    THE GUARDIAN BLADES

    Gravity Axe - Grarl
    Spoiler: Gravity Axe - Grarl
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    +1 Great Axe

    ‘Gravity Axe - Grarl’ has 6 charges per +1 Enhancement Bonus(EB) it has, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action, you may imbue the attacks you make with ‘Gravity Axe - Grarl’ with a slowing effect depending on the number of charges spent, for 1 round. Any creature you attack and beat the touch AC of, must make a will save or be slowed as per the spell, for a duration depending on the number of charges spent.
    You may only expend a number of charges equal to three times the EB of ‘Gravity Axe - Grarl’ at a time.

    1 Charge: DC 10+EB; 1 creature affected; 1d4+EB rounds
    2 Charges: DC 11+EB; up to 2 creatures affected; 1d4+EB rounds
    3 Charges: DC 12+EB; up to 3 creatures affected; 1d4+EB rounds
    4 Charges: DC 13+EB; up to 4 creatures affected; 2d4+EB rounds
    5 Charges: DC 14+EB; up to 5 creatures affected; 2d4+EB rounds
    6 Charges: DC 15+EB; up to 6 creatures affected; 2d4+EB rounds
    7 Charges: DC 16+EB; up to 7 creatures affected; 3d4+EB rounds
    8 Charges: DC 17+EB; up to 8 creatures affected; 3d4+EB rounds
    9 Charges: DC 18+EB; up to 9 creatures affected; 3d4+EB rounds
    10 Charges: DC 19+EB; up to 10 creatures affected; 4d4+EB rounds
    11 Charges: DC 20+EB; up to 11 creatures affected; 4d4+EB rounds
    12 Charges: DC 21+EB; up to 12 creatures affected; 4d4+EB rounds
    13 Charges: DC 22+EB; up to 13 creatures affected; 5d4+EB rounds
    14 Charges: DC 23+EB; up to 14 creatures affected; 5d4+EB rounds
    15 Charges: DC 24+EB; up to 15 creatures affected; 5d4+EB rounds

    Additionally 1/day You may, as a standard action, use ‘Gravity Axe - Grarl’ to slow all opponents in a 20'*EB radius, that fail a will Save dc 10+(3*EB)

    Finally, by spending 1 hour meditating with ‘Gravity Axe - Grarl’ you may summon the spirit of Grarl and fight him if he is willing. During this fight you may not use magic items other than ‘Gravity Axe - Grarl’, and if you win the EB of ‘Gravity Axe - Grarl’ increases.
    Shooting Star Bow - Ceal
    Spoiler: Shooting Star Bow - Ceal
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    +1 Longbow

    ‘Shooting Star Bow - Ceal’ has 6 charges per +1 EB it has, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action, you may make the attacks of ‘Shooting Star Bow - Ceal’ deal bonus force damage on a hit, and ricochet to a target a up to certain distance away, a number of times, depending on how many charges spent, for 1 round.
    You may only expend a number of charges equal to three times the EB of ‘Shooting Star Bow - Ceal’ at a time.

    1 charge: 1d4+EB; 1 Ricochet; up to 10’ away
    2 charges: 2d4+EB; 1 Ricochet; up to 20’ away
    3 charges: 3d4+EB; 1 Ricochet; up to 30’ away
    4 charges: 4d4+2*EB; 2 Ricochets; up to 40’ away
    5 charges: 5d4+2*EB; 2 Ricochets; up to 50’ away
    6 charges: 6d4+2*EB; 2 Ricochets; up to 60’ away
    7 charges: 7d4+3*EB; 3 Ricochets; up to 70’ away
    8 charges: 8d4+3*EB; 3 Ricochets; up to 80’ away
    9 charges: 9d4+3*EB; 3 Ricochets; up to 90’ away
    10 charges: 10d4+4*EB; 4 Ricochets; up to 100’ away
    11 charges: 11d4+4*EB; 4 Ricochets; up to 110’ away
    12 charges: 12d4+4*EB; 4 Ricochets; up to 120’ away
    13 charges: 13d4+5*EB; 5 Ricochets; up to 130’ away
    14 charges: 14d4+5*EB; 5 Ricochets; up to 140’ away
    15 charges: 15d4+5*EB; 5 Ricochets; up to 150’ away

    Additionally 1/day You may, as a standard action, use ‘Shooting Star Bow - Ceal’ to target a 20’*EB radius area within 100’ and attack all opponents in that area, dealing bonus force damage equal to (3d4+EB)*EB, concealed creatures get a 50% miss chance.

    Finally, by spending 1 hour meditating with ‘Shooting Star Bow - Ceal’ you may summon the spirit of Ceal and fight her if she is willing. During this fight you may not use magic items other than ‘Shooting Star Bow - Ceal’, and if you win the EB of ‘Shooting Star Bow - Ceal’ increases.
    Celestial Sword - Eatos
    Spoiler: Celestial Sword - Eatos
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    +1 Longsword

    ‘Celestial Sword - Eatos’ has 6 charges per +1 EB it has, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action, You may make it so the attacks of ‘Celestial Sword - Eatos’ heal you and/or a number of teammates nearby on a hit, for 1 round.
    Additionally while wielding ‘Celestial Sword - Eatos’ you may cast any Cure spell as a 60' ray.
    You may only expend a number of charges equal to three times the EB of ‘Celestial Sword - Eatos’ at a time.

    1 charge: 1d4+EB; 1 ally; within 5’
    2 charges: 2d4+EB; 1 allies; within 10’
    3 charges: 3d4+EB; 1 allies; within 15’
    4 charges: 4d4+2*EB; up to 2 allies; within 20’
    5 charges: 5d4+2*EB; up to 2 allies; within 25’
    6 charges: 6d4+2*EB; up to 2 allies; within 30’
    7 charges: 7d4+3*EB; up to 3 allies; within 35’
    8 charges: 8d4+3*EB; up to 3 allies; within 40’
    9 charges: 9d4+3*EB; up to 3 allies; within 45’
    10 charges: 10d4+4*EB; up to 4 allies; within 50’
    11 charges: 11d4+4*EB; up to 4 allies; within 55’
    12 charges: 12d4+4*EB; up to 4 allies; within 60’
    13 charges: 13d4+5*EB; up to 5 allies; within 65’
    14 charges: 14d4+5*EB; up to 5 allies; within 70’
    15 charges: 15d4+5*EB; up to 5 allies; within 75’

    Additionally 1/day You may, as a standard action, use ‘Celestial Sword - Eatos’ to heal all allies with in 60ft for (3d4+EB)*EB.

    Finally, by spending 1 hour meditating with ‘Celestial Sword - Eatos’ you may summon the spirit of Eatos and fight her if she is willing. During this fight you may not use magic items other than ‘Celestial Sword - Eatos’, and if you win the EB of ‘Celestial Sword - Eatos’ increases.
    Rod of Silence - Kay’est
    Spoiler: Rod of Silence - Kay’est
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    +1 Rod

    ‘Rod of Silence - Kay’est’ has 6 charges per +1 EB it has, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action, You may use ‘Rod of Silence - Kay’est’ to fire a magic force bolt as a ranged touch attack dealing damage depending on how the charges spent, creatures hit with this bolt that fail a will save are silenced and cannot activate supernatural or spell like abilities. You may only expend a number of charges equal to three times the EB of ‘Rod of Silence - Kay’est’ at a time.

    1 charge: 1d4+EB damage; DC 10+EB; 30’ range; 1d4+EB Rounds
    2 charges: 2d4+EB damage; DC 11+EB; 30’ range; 1d4+EB Rounds
    3 charges: 3d4+EB damage; DC 12+EB; 30’ range; 1d4+EB Rounds
    4 charges: 4d4+2*EB damage; DC 13+EB; 60’ range; 2d4+EB Rounds
    5 charges: 5d4+2*EB damage; DC 14+EB; 60’ range; 2d4+EB Rounds
    6 charges: 6d4+2*EB damage; DC 15+EB; 60’ range; 2d4+EB Rounds
    7 charges: 7d4+3*EB damage; DC 16+EB; 90’ range; 3d4+EB Rounds
    8 charges: 8d4+3*EB damage; DC 17+EB; 90’ range; 3d4+EB Rounds
    9 charges: 9d4+3*EB damage; DC 18+EB; 90’ range; 3d4+EB Rounds
    10 charges: 10d4+4*EB damage; DC 19+EB; 120’ range; 4d4+EB Rounds
    11 charges: 11d4+4*EB damage; DC 20+EB; 120’ range; 4d4+EB Rounds
    12 charges: 12d4+4*EB damage; DC 21+EB; 120’ range; 4d4+EB Rounds
    13 charges: 13d4+5*EB damage; DC 22+EB; 150’ range; 5d4+EB Rounds
    14 charges: 14d4+5*EB damage; DC 23+EB; 150’ range; 5d4+EB Rounds
    15 charges: 15d4+5*EB damage; DC 24+EB; 150’ range; 5d4+EB Rounds

    Additionally 1/day You may, as a standard action, use ‘Rod of Silence - Kay’est’ to silence all enemies in a 20’*EB radius that fail a will save DC 10+3*EB.

    Finally, by spending 1 hour meditating with ‘Rod of Silence - Kay’est’ you may summon the spirit of Kay’est and fight her if she is willing. During this fight you may not use magic items other than ‘Rod of Silence - Kay’est’, and if you win the EB of ‘Rod of Silence - Kay’est’’ increases.
    Twin Swords of Flashing Light - Tryce
    Spoiler: Twin Swords of Flashing Light - Tryce
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    Two +1 Rapiers

    ‘Twin Swords of Flashing Light - Tryce’ may only be used as a pair and have 6 charges per +1 EB they have, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action,you may make additional attacks with ‘Twin Swords of Flashing Light - Tryce’. The target(s) of these attacks, regardless if they hit or not, must make a Fortitude save or be blinded, for a number of rounds, depending on the number of charges spent. A creature may only be affected by the blinding effect once every 4 rounds.
    Also while wielding ‘Twin Swords of Flashing Light - Tryce’ you treat them as light weapons, use your dexterity score for attacks, and treat both hands as primary.
    You may only expend a number of charges equal to three times the EB of ‘Twin Swords of Flashing Light - Tryce’ at a time.

    1 Charge: 2 Extra attacks; DC 10+EB; 1d4+EB rounds
    2 Charges: 2 Extra attacks; DC 11+EB; 1d4+EB rounds
    3 Charges: 2 Extra attacks; DC 12+EB; 1d4+EB rounds
    4 Charges: 4 Extra attacks; DC 13+EB; 2d4+EB rounds
    5 Charges: 4 Extra attacks; DC 14+EB; 2d4+EB rounds
    6 Charges: 4 Extra attacks; DC 15+EB; 2d4+EB rounds
    7 Charges: 6 Extra attacks; DC 16+EB; 3d4+EB rounds
    8 Charges: 6 Extra attacks; DC 17+EB; 3d4+EB rounds
    9 Charges: 6 Extra attacks; DC 18+EB; 3d4+EB rounds
    10 Charges: 8 Extra attacks; DC 19+EB; 4d4+EB rounds
    11 Charges: 8 Extra attacks; DC 20+EB; 4d4+EB rounds
    12 Charges: 8 Extra attacks; DC 21+EB; 4d4+EB rounds
    13 Charges: 10 Extra attacks; DC 22+EB; 5d4+EB rounds
    14 Charges: 10 Extra attacks; DC 23+EB; 5d4+EB rounds
    15 Charges: 10 Extra attacks; DC 24+EB; 5d4+EB rounds

    Additionally 1/day You may, as a standard action, use ‘Twin Swords of Flashing Light - Tryce’ to blind all that fail a Fortitude Save DC 10+(3*EB) in a 20’*EB radius, for (1d4+1)*EB rounds.

    Finally, by spending 1 hour meditating with ‘Twin Swords of Flashing Light - Tryce’ you may summon the spirit of Tryce and fight him if he is willing. During this fight you may not use magic items other than ‘Twin Swords of Flashing Light - Tryce’, and if you win the EB of ‘Twin Swords of Flashing Light - Tryce’ increases.
    Butterfly Dagger - Elma
    Spoiler: Butterfly Dagger - Elma
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    +1 Dagger

    ‘Butterfly Dagger - Elma’ has 6 charges per +1 EB it has, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action, You may make an number of attacks with ‘Butterfly Dagger - Elma' this turn. After making an attack you may move a certain distance. As you move you prevent attack of opportunities against you, up to a certain amount this turn. All of this depends on how many charges you used.
    You may only expend a number of charges equal to three times the EB of ‘Butterfly Dagger - Elma’ at a time.

    1 charge: 5’ move; 1 extra attack; 1 AoO prevented
    2 charges: 10’ move; 1 extra attack; 2 AoOs prevented
    3 charges: 15’ move; 1 extra attack; 3 AoOs prevented
    4 charges: 25’ move; 2 extra attacks; 4 AoOs prevented
    5 charges: 30’ move; 2 extra attacks; 5 AoOs prevented
    6 charges: 35’ move; 2 extra attacks; 6 AoOs prevented
    7 charges: 40’ move; 3 extra attacks; 7 AoOs prevented
    8 charges: 45’ move; 3 extra attacks; 8 AoOs prevented
    9 charges: 50’ move; 3 extra attacks; 9 AoOs prevented
    10 charges: 55’ move; 4 extra attacks; 10 AoOs prevented
    11 charges: 60’ move; 4 extra attacks; 11 AoOs prevented
    12 charges: 65’ move; 4 extra attacks; 12 AoOs prevented
    13 charges: 70’ move; 5 extra attacks; 13 AoOs prevented
    14 charges: 75’ move; 5 extra attacks; 14 AoOs prevented
    15 charges: 80’ move; 5 extra attacks; 15 AoOs prevented

    Additionally 1/day You may, as a standard action, use ‘Butterfly Dagger - Elma’ to
    act as if hasted for 5*EB rounds.

    Finally, by spending 1 hour meditating with ‘Butterfly Dagger - Elma’ you may summon the spirit of Elma and fight her if she is willing. During this fight you may not use magic items other than ‘Butterfly Dagger - Elma’, and if you win the EB of ‘Butterfly Dagger - Elma’ increases.
    Wicked-Breaking Flamberge - Baou
    Spoiler: Wicked-Breaking Flamberge - Baou
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    +1 Greatsword

    ‘Wicked-Breaking Flamberge - Baou’ has 6 charges per +1 EB it has, which are renewed each day at dawn.
    By expending 1 or more charges as a swift action, You may imbue the attacks you make with ‘Wicked-Breaking Flamberge - Baou’ with a cursing effect for 1 round. Any creature you attack and beat the touch AC of, must make a Fortitude save or take a negative to AC, attacks, damage, skills, and saves, for a duration depending on the number of charges spent. This effect does not stack.
    You may only expend a number of charges equal to three times the EB of ‘Wicked-Breaking Flamberge - Baou’ at a time.

    1 Charge: DC 10+EB; 1 creature affected; 1d4+EB rounds; -1 curse
    2 Charges: DC 11+EB; up to 2 creatures affected; 1d4+EB rounds; -1 curse
    3 Charges: DC 12+EB; up to 3 creatures affected; 1d4+EB rounds; -1 curse
    4 Charges: DC 13+EB; up to 4 creatures affected; 2d4+EB rounds; -2 curse
    5 Charges: DC 14+EB; up to 5 creatures affected; 2d4+EB rounds; -2 curse
    6 Charges: DC 15+EB; up to 6 creatures affected; 2d4+EB rounds; -2 curse
    7 Charges: DC 16+EB; up to 7 creatures affected; 3d4+EB rounds; -3 curse
    8 Charges: DC 17+EB; up to 8 creatures affected; 3d4+EB rounds; -3 curse
    9 Charges: DC 18+EB; up to 9 creatures affected; 3d4+EB rounds; -3 curse
    10 Charges: DC 19+EB; up to 10 creatures affected; 4d4+EB rounds; -4 curse
    11 Charges: DC 20+EB; up to 11 creatures affected; 4d4+EB rounds; -4 curse
    12 Charges: DC 21+EB; up to 12 creatures affected; 4d4+EB rounds; -4 curse
    13 Charges: DC 22+EB; up to 13 creatures affected; 5d4+EB rounds; -5 curse
    14 Charges: DC 23+EB; up to 14 creatures affected; 5d4+EB rounds; -5 curse
    15 Charges: DC 24+EB; up to 15 creatures affected; 5d4+EB rounds; -5 curse

    Additionally 1/day You may, as a standard action, use ‘Wicked-Breaking Flamberge - Baou’ to curse all in a 20’*EB radius, at -1*EB that fail a Fortitude Save DC 10+3*EB for (1d4+1)*EB rounds.

    Finally, by spending 1 hour meditating with ‘Wicked-Breaking Flamberge - Baou’ you may summon the spirit of Baou and fight him if he is willing. During this fight you may not use magic items other than ‘Wicked-Breaking Flamberge - Baou’, and if you win the EB of ‘Wicked-Breaking Flamberge - Baou’ increases.
    Last edited by AkazilliaDeNaro; 2015-03-08 at 07:10 PM.
    avatar by me!
    If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
    Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
    Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
    My Homebrews
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  2. - Top - End - #2
    Barbarian in the Playground
     
    The Mentalist's Avatar

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    Default Re: The Guardian Blades (3.5 Magic Weapons PEACH)

    Your mechanics for how many creatures are affected at once are unclear. Is it how many creatures you can effect but each has to be hit? Do you target them when you expend the charges? Is it a radius? If either of the later two does it have a maximum range?

    Ceal needs to be clarified as to if its up to a certain range or if it has to be that exact distance as at the moment RAW it's the later.

    I have to assume these are artifacts of some sort as any effect that can grant extra attacks like the twin swords and the daggers are going to be incredibly destructive if thrown into a campaign without major forethought.

    Elma is a single additional move? or a move for each attack?

    Do Baou's curses stack?

    I like the ideas but I feel like the mechanics need some more clarification.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

  3. - Top - End - #3
    Orc in the Playground
     
    AkazilliaDeNaro's Avatar

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    Default Re: The Guardian Blades (3.5 Magic Weapons PEACH)

    Yay, someone finally replied to one of my threads!

    But any way I fixed the mechanics some what.

    Grarl and Boau, now say that you must hit the Touch AC.

    Tryce says you just need to attack them.

    Ceal says "up to a certain range"

    And Eatos now makes it so you can cast cures at a range.
    avatar by me!
    If you are going to shorten my name go with "Akaz" instead of "Aka" its less confusing.
    Also I may End up Capatalizing the BEginning of words, or mispelleing them interly.
    Think nothing of it, I just REALLY suck at typing.(Those examples were on purpose, though.)
    My Homebrews
    Homebrew Table Tutorial

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