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  1. - Top - End - #1
    Titan in the Playground
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    Default [3.5] The Blade Lords (Project Finished!)

    Welcome to the first part of a multi-part project: the Blade Lords. The Blade Lords are a group of powerful Outsiders, each of which is the paragon of a weapon group, such as swords, axes, blunt weapons, chain weaponry, projectile weaponry, thrown weapons, and such.

    Also, I feel I must link lightningcat's lovely derivative work, the Blade Lord Vestige.



    Blade Lord of Chains CR 20
    Genderless Blade Lord
    True Neutral Gargantuan Outsider
    Init +15 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 48, touch 25, flat-footed 33
    (+15 Dex, +10 natural armor, +13 Shroud of Chains)
    Miss Chance 20%
    HP 300 (20d8+140, has max HP); DR 20/- (see master of chains)
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, calling and binding effects
    Resist fire/cold/acid/electric 30; SR 38
    Fort +24, Ref +32, Will +22
    Speed 50 ft, fly 90 ft (good)
    Melee Blade Lord’s Chains +53 (4d6+30+5 collision+4 master of chains+entangle, 19-20/x2) or Blade Lord’s Chains +53/+48/+43/+38 (4d6+30+5 collision+4 master of chains+entangle, 19-20/x2)
    Space 20 ft Reach 20 ft
    Base Atk +20/+15/+10/+5; Grp +47
    Atk Options Power Attack, Combat Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Combat Reflexes, Robilar’s Gambit, Weapon Supremacy, improved grab, entangle, constrict, chains of the world
    Combat Gear Shroud of Chains
    Spell-Like Abilities (DCs are based on Dex, caster level 20th)
    At-will: cure serious wounds, tongues, haste, scintillating scales (as an immediate action against one attack only)
    3/day: howling chain (DC 31), dimension door
    Abilities Str 40, Dex 40, Con 24, Int 20, Wis 20, Cha 20
    Special Attacks entangle, chains of the world
    Special Qualities master of chains, fundamental element
    Feats Power Attack, Combat Expertise, Improved Disarm, Improved Trip, Whirlwind Attack(bonus), Combat Reflexes, Robilar’s Gambit, Weapon Supremacy (see master of chains)
    Skills Balance +38, Climb +38, Intimidate +28, Jump +38, Listen +28, Search +28, Spot +28, Swim +38, Tumble +38, Use Magic Device +28
    Advancement by hit dice or class; Favored Class anything with full BAB
    Possessions Blade Lord’s Chains, Shroud of Chains

    Entangle (Ex) Upon making a successful melee attack with the Blade Lord’s Chains, the Blade Lord may entangle its opponent in the chain. A ghostly remnant of the Chains remains behind, restricting opponents. They must make a DC 35 Reflex save, or become entangled, as the condition. The echo of the Chains then begins fleshgrinding, as per the weapon ability. To escape the entanglement, the creature must make a DC 35 Reflex save. They may make this save each round, until they succeed or are killed by the echo of the Chains.

    Chains of the World (Su) Three times per day, the Blade Lord of Chains may call upon its most fearsome power: the ability to tap into the chains that hold the world’s heart together. When it does this, massive chains rise from the ground and envelop it in a shell of spiked and flaming chains, and then they explode outward from it in all directions. All creatures within 100 ft must make a DC 35 Reflex save or take damage as though automatically hit by a critical hit from the Blade Lord. This includes saves against entanglement. On a successful save, they take damage as per a normal hit, and do not need to save against entanglement.

    Master of Chains (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Chains has such mastery over chain weaponry that it is treated as having the entire Weapon Focus tree of feats for all chain weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all chain weaponry.

    Further, it is the only being who may use the artifacts known as the Blade Lord’s Chains and the Shroud of Chains, since these artifacts are in fact an extension of its essence.

    Additionally, the chains that surround the Blade Lord serve to absorb incoming attacks, granting it DR 20/-. However, these chains can be sundered (treat them as Gargantuan adamantine spiked chains). For each one that is destroyed, the Blade Lord’s DR decreases by 5, to a minimum of 0. The chains regrow at the rate of 1/hour.

    Finally, the Blade Lord can impair or enhance the use of all chain weapons brought to bear against it or wielded within 1 mile of its location. It may add or subtract a value up to its HD on any attack roll made with a chain weapon by another being. This takes no action on its part, save a mental choice to aid or impair, as this is its very essence enhancing the chains.

    For the purposes of Master of Chains, any weapon that is visually described as being chain-like or cord-like is a chain. Spiked Chains, Meteor Hammers, Whips, Whip-Daggers, Chain-and-Daggers, Kusari-Gama, Chijiriki, Kau Sin Ke, Kawanaga, Drow Scorpion Chains, and anything similar to the listed weapons all count as chains for the purposes of this Blade Lord’s weapon form.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Chains is a fundamental part of the multiverse, the physical incarnation of chain fighting styles and of chain weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Blade Lord’s Chains: This unique artifact defies description. To any but the Blade Lord of Chains himself, it appears as an ever-shifting physical anomaly in time and space. It has no set form, instead seeming as if every chain weapon ever was laid over top of each other and then melded into a single fluid form. The Blade Lord’s Chains functions as a +5 fleshgrinding collision keen weapon, and counts as every material and alignment for the purpose of overcoming damage reduction. The Chains have a unique change to the fleshgrinding property however. When activated, a shadow of the weapon remains behind, functioning exactly as the Chains for the purpose of fleshgrinding, while the actual Chains remain in the Blade Lord’s hands, to be used against its other foes. Finally, the Chains count as any chain-like weapon the Blade Lord deems them to be (which it may shift as a free action, even on other creature’s turns). No matter what kind of chain weapon it is at any time, it always deals damage (and has the critical range) as though it was a spiked chain sized for the Blade Lord. The Blade Lord’s Chains do not function in the hands of any other creature.

    Shroud of Chains: This unique artifact is not what it sounds like. In fact, it is a unique suit of armor that mostly covers the flanks of the Blade Lord’s torso and its shoulders, in addition to a pair of wicked looking gauntlets. The Shroud grants the Blade Lord a +13 armor bonus, and a +5 resistance bonus to saving throws. The Shroud also may be used to cast a heal effect, once per day, as a swift action (caster level 20th).
    Last edited by arguskos; 2011-04-17 at 04:39 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  2. - Top - End - #2
    Titan in the Playground
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    Default Re: [3.5] The Blade Lords

    Spoiler
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    The most powerful of the Blade Lords, the Blade Lord of Swords is a terrifying opponent. More than one challenger has been lain low by the relentless might and terrible fury of the eldest Blade Lord. With its magical abilities, it has been known to pursue opponents across the world, and even the heavens themselves.

    Blade Lord of Swords CR 25
    Genderless Blade Lord
    TN Medium Outsider
    Init +8 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 48, touch 33, flat-footed 40
    (+8 Dex, +15 natural armor, +15 Battlelord’s Plate)
    Miss Chance 50%
    HP 575 (25d8+375, always has max HP); DR 20/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, calling and binding effects
    Resist fire/cold/acid/electric 40; SR 43
    Fort +35, Ref +28, Will +25
    Speed 50 ft
    Melee Blade Lord’s Sword +55/+55/+55/+50/+45/+40 (2d12+35+5 collision+4 master of blades, 13-20/x2, on crits +1d6 damage and DC 51 Fort save or die and 1 negative level)
    Space 5 ft Reach 5 ft
    Base Atk +23/+18/+13/+8; Grp +50
    Atk Options Power Attack, Weapon Supremacy, annihilating strike, flurry of swords
    Spell-Like Abilities (DCs are based on Strength, caster level 25th)
    At-will: heal, fly, haste, dimension hop, scintillating scales (as an immediate action against one attack only)
    3/day: teleport without error, plane shift, swordwall (as blade barrier, but the Blade Lord is immune to it, and the damage is uncapped)
    Abilities Str 64, Dex 26, Con 40, Int 20, Wis 20, Cha 20
    Special Attacks annihilating strike, flurry of swords
    Special Qualities master of swords, fundamental element
    Feats Power Attack, Cleave, Great Cleave, Improved Critical (swords), Blind-Fight, Slashing Flurry, Weapon Supremacy (swords)
    Epic Feats Overwhelming Critical, Devastating Critical
    Skills Balance +36, Climb +55, Intimidate +33, Jump +55, Listen +33, Search +33, Spot +33, Swim +55, Tumble +36, Use Magic Device +33
    Advancement by hit dice or class level; Favored Class anything with full BAB
    Possessions Blade Lord’s Sword, Battlelord’s Plate

    Annihilating Strike (Ex) Once per day, the Blade Lord may attempt to perform an annihilating strike. To do so requires a full-round action. The Blade Lord makes a single melee attack at its highest attack bonus (attack +60). If the attack hits, the target must make a Fortitude save (DC=twice the damage dealt) or be instantly removed from the multiverse as the Blade Lord hits them with such fervor that the multiverse rejects the target entirely. This is not a death effect, though it is a plane shift-esque ability. If the Blade Lord misses, the attempt is not consumed for the day, though its turn is.

    Flurry of Swords (Ex) Three times per day, the Blade Lord may call upon the Sword to multiply itself into a massive conflagration of blades. As a standard action Blade Lord makes a melee attack, and all targets in a 500 ft long cone emanating out from the Blade Lord must make a Reflex save (DC=the Blade Lord’s attack roll) or suffer an automatic critical hit from the Blade Lord. If a creature makes the save, they suffer only normal damage from the Blade Lord (not a critical hit).

    Master of Swords (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Swords has such mastery over sword weapons that it is treated as having the entire Weapon Focus tree of feats for all sword weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all sword weapons.

    The Blade Lord may make a full-attack as a standard action. It gains nothing from taking a full attack action.

    Further, it is the only being who may use the artifacts known as the Blade Lord’s Sword and the Battlelord’s Plate, since these artifacts are in fact an extension of its essence.

    Additionally, the Blade Lord of Swords possesses the ability to grant all swords it can see the dancing property (activated instantly) as it sees fit. The blades attack as if their owners activated the magic property, but follow the Blade Lord’s commands. There is no save against this effect.

    Finally, the Blade Lord can impair or enhance the use of all sword weapons brought to bear against it or wielded within 1 mile of its location. It may add or subtract a value up to its HD on any attack roll made with a sword weapon by another being. This takes no action on its part, save a mental choice to aid or impair, as this is its very essence enhancing the swords.

    For the purposes of Master of Swords, any weapon that is visually described as being a sword or sword-like counts as a sword for the purposes of this ability. Examples include the Long Sword, Bastard Sword, Greatsword, Fullblade, Dagger, Kukri, Scimitar, Falchion, Two-Bladed Sword, Sickle, Short Sword, Butterfly Sword, Khopesh, Katana, Wakizashi, Nagamaki, Ninja-To, and Double Scimitar. These are not the only swords or sword-like weapons. It is worthy of note that the Gyrspike is NOT included in the domain of the Blade Lord of Swords. Reasons for this are unknown, and the Blade Lord itself is non-communicative on the matter.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Swords is a fundamental part of the multiverse, the physical incarnation of sword fighting styles and of sword weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Blade Lord’s Sword: This unique artifact is a +8 collision speed enervating weapon which has a base damage of 2d12 and a base critical range of 17-20/x2, which ignores all miss chance and which counts as all alignments and materials for the purpose of overcoming DR. The Sword appears as an insubstantial misty sword-like shape, it’s precise form ever flowing and shifting. As a move action, the Blade Lord of Swords may focus the weapon into an exact shape, granting it a +20 insight bonus to its attack and a +20 insight bonus to the damage if its next attack connects. The Sword may do this an unlimited number of times each day. The Blade Lord’s Sword does not function for any other creature.

    Battlelord’s Plate: This is a unique suit of artifact armor. It grants the Blade Lord a +15 bonus to its AC, which applies to touch attacks, and a +6 resistance bonus to the Blade Lord’s saves. It also grants it a miss chance of 50%, as the Plate phases back and forth between our plane and the home plane of the Blade Lords erratically. Finally, the Plate may be used to summon a hecatoncheires to the Blade Lord as per a gate effect. The hecatoncheires obeys the commands of the Blade Lord without question. The Blade Lord only uses this ability if it is sorely pressed in combat, for though it is immortal and will return to life in one week, it has a quirky sense of pride and does not like to lose fights.
    Last edited by arguskos; 2011-04-17 at 04:39 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: [3.5] The Blade Lords


    "I have fought against and beside gods and demons, slain champions and walked across the stars. Next to me and my brothers, you are less than nothing, and I shall swat you away as such."
    -The Blade Lord of Axes, to the champion of the mortal world of Greyhawk, just before that nameless warriors death.

    Blade Lord of Axes CR 20
    Genderless Blade Lord
    Chaotic Neutral Large Outsider
    Init +10 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 43, touch 20, flat-footed 33
    (+10 Dex, +10 natural armor, +13 Furious Anger)
    Miss Chance 20%
    HP 420 (20d8+260, always has max HP); DR 10/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, fire, calling and binding effects
    Resist cold/acid/electric 30; SR 38
    Fort +30, Ref +27, Will +30
    Speed 100 ft
    Melee Blade Lord's Axe +54 melee touch (3d6+40+4 master of axes+5 collision+5d6 hellfire, 17-20/x3) or Blade Lord's Axe +54/+49/+44/+39 melee touch (3d6+40+4 master of axes+5 collision+5d6 hellfire, 17-20/x3)
    Space 10 ft Reach 10 ft
    Base Atk +20/+15/+10/+5; Grp +47
    Atk Options Power Attack, Shock Trooper, Weapon Supremacy, overpowering smite, fury of a thousand axes
    Combat Gear Furious Anger
    Spell-Like Abilities (DCs are based on Str, caster level 20th)
    At-Will: cure serious wounds, haste, fly, scintillating scales (as an immediate action against one attack only)
    3/day: whirling blade, globe of axes (see below)
    Abilities Str 56, Dex 30, Con 36, Int 20, Wis 20, Cha 20
    Special Attacks overpowering smite, fury of a thousand axes
    Special Qualities master of axes, fundamental element
    Feats Power Attack, Endurance, Steadfast Determination, Improved Bull Rush, Shock Trooper, Improved Critical, Weapon Supremacy (axes)
    Skills Balance +33, Climb +46, Intimidate +28, Jump +46, Listen +28, Search +28, Spot +28, Swim +46, Tumble +33, Use Magic Device +28
    Advancement by hit dice or class; Favored Class anything with full BAB
    Possessions Blade Lord’s Axe, Furious Anger

    Overpowering Smite (Ex) The Blade Lord of Axes is the angriest of the Blade Lords, focusing its mighty rage into a single strike. As a move action, the Blade Lord may focus on its anger. The next attack roll the Blade Lord makes deals an extra 27 damage (this damage is multiplied if the Blade Lord crits) and forces the opponent to make a DC 47 Will save or be stunned for the next 10 rounds. If they make the save, they are stunned for 1 round instead, as the force of the Blade Lord’s blow cannot be denied.

    Fury of a Thousand Axes (Ex) The Blade Lord of Axes can call upon the weaponry that makes up its essence with but a thought. As a free action, the Blade Lord can use a unique spiritual weapon-like effect to create an insubstantial, yet all too painful, phantom axe that follows and attacks a foe. This axe lasts for 20 rounds and occupies the opponent’s square without penalty to either the axe or the opponent. Once per round, on the Blade Lord’s initiative, the phantom axe attacks the target at a bonus of +47, dealing 1d12+31, with a critical range of 19-20/x2. The Blade Lord may maintain up to 1000 of these phantom axes at once, though it may only target one person with one axe at a time.

    Master of Axes (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Axes has such mastery over axe weaponry that it is treated as having the entire Weapon Focus tree of feats for all axe weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all axe weaponry.

    Further, it is the only being who may use the artifacts known as the Blade Lord’s Axe and the armor called Furious Anger, since these artifacts are in fact an extension of its essence.

    Additionally, Mastery of Axes permits the Blade Lord to overcome all barriers that would otherwise impede it. If there is a physical or magically created barrier of any kind between the Blade Lord and something it wishes to kill or reach, the Blade Lord may make take a free action to obliterate the barrier. It makes an attack roll. If the results of the attack roll exceed the caster level of the effect (non-magical/psionic effects have a caster level of 10 for this purpose), the Blade Lord destroys the effect with no ill effects. The Blade Lord may take this action during a charge should any barriers bar its passage. Creatures do not count as barriers for the purposes of this ability.

    Finally, the Blade Lord can impair or enhance the use of all axe weapons brought to bear against it or wielded within 1 mile of its location. It may add or subtract a value up to its HD on any attack roll made with a axe weapon by another being. This takes no action on its part, save a mental choice to aid or impair, as this is its very essence enhancing the axes.

    For the purposes of Master of Axes, any weapon that is visually described as being axe-like is an axe. Examples include the Handaxe, Greataxe, Battle Axe, Dwarven Waraxe, Dwarven Buckler-Axe, and Longaxe. Curiously, the Blade Lord of Axes has the smallest compliment of weaponry, and yet is one of the older Blade Lords, elder than the Blade Lord of Chains and the Blade Lord of Projectiles. Why this is the case has long been speculated, but is unclear. The Blade Lords do not elaborate upon such things when asked, so it must remain a mystery.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Axes is a fundamental part of the multiverse, the physical incarnation of axe fighting styles and of axe weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Blade Lord’s Axe: This unique artifact blade is the personal weapon of the Blade Lord of Axes. Unlike many of the other Blade Lords, whose weapons are insubstantial and hard to define, the Axe is sharp and clear. It is a massive cleaver on a pike, with the Blade Lord’s banner flapping from the back of the blade. The blade itself burns with a fury never before witnessed on a weapon. The Axe is a +5 collision furious two-handed weapon that deals 3d6 damage and has a critical range of 19-20/x3. The furious property is a unique one to this artifact, which permits it to deal an extra +5d6 points of hellfire damage on every hit. The Axe ignores all miss chance, counts as all alignments and materials for purposes of overcoming DR, and attacks as a touch attack.

    Furious Anger: Named for the only quote the Blade Lord of Axes has attributed to its name (“And I will strike down with great vengeance and furious anger, those who try to poison and destroy my brothers!”), Furious Anger is a suit of body covering flame-colored plate armor. It grants the Blade Lord a +13 bonus to AC and a +5 resistance bonus to saves. Additionally, it permits the Blade Lord to use an ironguard effect 1/day (caster level 20th).

    Globe of Axes
    Evocation [Force]
    Level: Sor/Wiz 7 (see Special, below)
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: Self
    Duration: 1 round/level
    Saving Throw: No
    Spell Resistance: No

    Globe of axes causes a sphere of whirling and slashing phantom axes to come into being around the caster, filling their space. Any creature who attacks the caster takes 5d6 force damage from the axes.

    Special: globe of axes can only be learned from the Blade Lord of Axes, who does not teach the spell to anyone. Further, the Blade Lord's power prevents this spell from being duplicated by any means, short of deific magic.
    Last edited by arguskos; 2011-04-17 at 04:40 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  4. - Top - End - #4
    Titan in the Playground
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    Default Re: [3.5] The Blade Lords


    -The Blade Lord of Hammers

    The most physically stout of the Blade Lords, the Lord of Hammers is often called upon by its brethren to hold foes at bay while they ready a defense, in the rare occasion that a superior foe catches the Blade Lords off-guard. The Blade Lord of Hammers is no slouch however, and poses a formidable threat to any mortal fool enough to challenge it.

    Blade Lord of Hammers CR 20
    Genderless Blade Lord
    True Neutral Large Outsider
    Init +10 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 30, touch 20, flat-footed 20
    (+10 Dex, +10 natural armor, +1 Two-Weapon Defense [see master of hammers])
    Miss Chance 10%
    HP 760 (20d8+600, always has max HP); DR 10/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, calling and binding effects
    Resist fire/cold/acid/electric 30; SR 38
    Fort +42, Ref +22, Will +42
    Speed 50 ft
    Melee Blade Lord’s Hammers +42/+42/+37/+37/+32/+32/+27/+27 (2d6+20+5 collision+4 master of hammers+1d6 vampiric+sundering strike+Fort DC 46 or knocked back 10 ft, 17-20/x2)
    Space 10 ft Reach 10 ft
    Base Atk +20/+15/+10/+5; Grp +35
    Atk Options Power Attack, Lightning Maces, Three Mountains, Weapon Supremacy, hammerquake
    Spell-Like Abilities
    At-will: cure serious wounds, tongues, haste, fly, scintillating scales (as an immediate action against one attack only)
    3/day: triple-strength earth reaver
    Abilities Str 40, Dex 30, Con 70, Int 20, Wis 20, Cha 20
    Special Attacks hammerquake
    Special Qualities master of hammers, fundamental element, sundering strike
    Feats Power Attack, Lightning Maces, Combat Reflexes, Improved Critical (blunt weapons), Endurance, Steadfast Determination, Weapon Supremacy (blunt weapons)
    Skills Balance +33, Climb +38, Intimidate +28, Jump +38, Listen +28, Search +28, Spot +28, Swim +38, Tumble +33, Use Magic Device +28
    Advancement by hit dice or class level; Favored Class anything with full BAB
    Possessions Blade Lord’s Hammers

    Sundering Strike (Ex) The Blade Lord of Hammers knows the secrets to penetrating defenses. On every attack, the Blade Lord’s target is affected by a mage’s disjunction effect, targeting only active magical effects. This does not affect items, though it does affect spells and effects created by items. There is no save against this effect.

    Further, the Blade Lord automatically succeeds on all sunder attempts.

    Hammerquake (Ex) As a standard action, the Blade Lord may create a triple-strength earthquake-like effect, centered on it. Hammerquake functions exactly like the earthquake spell, save that all the DCs for the effects are DC 47. This DC is based on the Blade Lord’s Constitution score. Further, the damage from the effect is tripled. The Blade Lord is immune to Hammerquake’s effects.

    Master of Hammers (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Hammers has such mastery over blunt weapons that it is treated as having the entire Weapon Focus tree of feats for all blunt weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all sword weapons. Further, it automatically qualifies for any tactical or weapon style feat that focuses exclusively on blunt weaponry, and may apply such feats to all blunt weapons (ex. Lightning Maces and Three Mountains). Lastly, the Blade Lord is treated as having the entire Two Weapon Fighting tree from the PHB, but only for blunt weaponry.

    Once per round, as an immediate action, the Blade Lord of Hammers may declare one attack just rolled against it to be absorbed by the Blade Lord. The Blade Lord makes a Fortitude save against the attack roll. If the Blade Lord’s save exceeds the attack roll, the Blade Lord absorbs the attack without harm and gains temporary hp equal to the attack roll. The Blade Lord may have up to its normal hp in temporary hp at any given time, any excess is lost without effect. If the Blade Lord’s save fails, it suffers the attack as normal.

    Further, it is the only being who may use the artifacts known as the Blade Lord’s Hammers, since these artifacts are in fact an extension of its essence.

    Finally, the Blade Lord can impair or enhance the use of all blunt weapons brought to bear against it or wielded within 1 mile of its location. It may add or subtract a value up to its HD on any attack roll made with a blunt weapon by another being. This takes no action on its part, save a mental choice to aid or impair, as this is its very essence enhancing the blunt weapons.

    For the purposes of Master of Hammers, any weapon that is visually described as being hammer-, mace-, club-, morning star-, or flail-like counts. Examples include the Light Flail, Heavy Flail, Dire Flail, Light Hammer, Warhammer, Greathammer, Maul, Club, Greatclub, Tonfa, Light Mace, Heavy Mace, Double Mace, Morning Star and Muspelrule. Oddly, the Ramhammer, Lucerne Hammer, and similar weapons are not under this Blade Lord’s domain, instead going to the Blade Lord of Polearms. Reasons for this are unknown.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Hammers is a fundamental part of the multiverse, the physical incarnation of blunt weapon fighting styles and of blunt weapon weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Blade Lord’s Hammers This pair of matched artifacts are not actually both hammers. One is a hammer, while the other is a morning star. Of course, as with all Blade Lords, the precise appearance is not so important. Each of the Hammers is a +5 collision clouting vampiric weapon that does 2d6 points of damage and has a critical range of 19-20/x2. Additionally, the Blade Lord may dual-wield the Hammers without any penalties. Finally, the Hammers clouting function is keyed off of the Blade Lord’s Constitution score, giving it a DC of 46. The Hammers ignore all miss chance and count as all alignments and materials for purposes of DR.
    Last edited by arguskos; 2011-04-17 at 04:40 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  5. - Top - End - #5
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    Default Re: [3.5] The Blade Lords

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    -the only known manifestation of the Blade Lord of Bows

    The most difficult to define Blade Lord, the Lord of Bows has finally been discerned. It is an ethereal manifestation, not unlike a ghost, but on a much larger scale. The Blade Lord itself is a massive 40-ft tall humanoid-like figure, garbed in light robes, and carrying a massive bow. When it strings a shot, a horde of phantom arrows surround it.

    Blade Lord of Bows CR 23
    Genderless Blade Lord
    True Neutral Colossal Outsider (Incorporeal)
    Init +35 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 48, touch 37, flat-footed 13
    (+35 Dex, +11 natural, -8 size)
    Miss Chance 50%
    HP 275 (23d8+115, always has max HP); DR 40/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, divinations, tripping, grappling, calling and binding effects
    Resist fire/cold/acid/sonic/electric 40; SR 41
    Fort +50, Ref +50, Will +50
    Speed fly 100 ft (perfect)
    Ranged force bolt +51/+46/+41/+36 touch (10d6 force+4 master of bows, ignores all miss chance/DR, 17-20/x2, range increment of 750 ft, max 20 increments)
    Space 30 ft Reach 30 ft
    Base Atk +22/+17/+12/+7; Grp --
    Atk Options precise shot, hail of arrows, soul-killing shot, Ranged Sunder/Disarm/Pin, Weapon Supremacy
    Spell-Like Abilities
    At-will: plane shift, heal, teleport without error, scintillating scales (as an immediate action against one attack only)
    10/day: hunter’s mercy
    Abilities Str --, Dex 80, Con 20, Int 20, Wis 20, Cha 20
    Special Attacks hail of arrows, force bolt, soul-killing shot
    Special Qualities master of bows, fundamental element, incorporeal subtype, invisibility
    Feats Far Shot, Ranged Sunder, Ranged Disarm, Ranged Pin, Improved Critical (bows), Point Blank Shot, Weapon Supremacy (bows)
    Epic Feats Distant Shot
    Skills Balance +61, Climb +26, Intimidate +31, Jump +26, Listen +31, Search +31, Spot +31, Swim +26, Tumble +61, Use Magic Device +31
    Advancement by character class or hit dice; Favored Class anything with full BAB
    Possessions none

    Hail of Arrows (Ex) As a standard action, the Blade Lord may string a shot to its bow and fire. However, instead of one shot, a veritable rain of arrows appears over a massive area. Everything in a 500-ft radius area takes 10d6 piercing damage, with no save. The Blade Lord may use this effect at will from any distance, as long as the Blade Lord can see at least 1 square of the targeted area

    Force Bolt (Ex) The Blade Lord of Bows does not use a unique artifact weapon like the other Blade Lords. Instead, the Blade Lord possesses the ability to create invisible bolts of force. These force bolts count as a bow for the purposes of Master of Bows, meaning they benefit from all feats Master of Bows grants and can be used with any feat the Blade Lord possesses that a bow could be used with. A force bolt deals 10d6 force damage, is a ranged touch attack, ignores all miss chance and damage reduction, has a critical range of 19-20/x2, and has a range increment of 500 ft. A force bolt can be fired up to 20 range increments away.

    Soul-Killing Shot (Ex) As a full round action, the Blade Lord can take aim at a single creature it can see. At the end of that round, the Blade Lord fires, making a single ranged touch attack at its highest attack bonus. If the attack hits, the target must make a Will save (DC 58) or have its soul blown away by the shot, killing them instantly. A target who is killed by Soul-Killing Shot cannot be returned to life by any means short of divine intervention. This is not a death effect.

    Master of Bows (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Bows has such mastery over bow weaponry that it is treated as having the entire Weapon Focus tree of feats for all bow weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all bow weaponry. Further, it automatically qualifies for the Ranged Sunder, Disarm, and Pin feats.

    Unlike all of the other Blade Lords, the Blade Lord of Bows is incorporeal. This brings it all the standard advantages and disadvantages of incorporeality.

    Further, the Blade Lord of Bows may add its Dexterity bonus to its saves, replacing Constitution and Wisdom.

    Finally, the Blade Lord can impair or enhance the use of all bow weapons brought to bear against it or wielded within 1 mile of its location. It may add or subtract a value up to its HD on any attack roll made with a bow weapon by another being. This takes no action on its part, save a mental choice to aid or impair, as this is its very essence enhancing the bows.

    For the purposes of Master of Bows, any weapon that is visually described as being bow-like is a bow. Examples include the Shortbow, Longbow, Composite Short/Longbows, Greatbow, Bonebow, Footbow, Light Crossbow, Heavy Crossbow, Repeating Crossbow, Hand Crossbow, and all such similar weapons.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Bows is a fundamental part of the multiverse, the physical incarnation of bow fighting styles and of bow weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Invisibility (Ex) The Blade Lord of Bows is naturally invisible, as per the superior invisibility spell. This effect can be suppressed if dispelled, but the Blade Lord can resume it as a free action.
    Last edited by arguskos; 2011-04-17 at 04:40 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Blade Lords


    -the Blade Lord of Projectiles, manifesting a chakram prior to an attack.

    Of all the already close-mouthed Blade Lords, none are as silent as the Lord of Projectiles, who has never once been known to speak. It simply walks the planes, dealing death or saving lives as it sees fit, with no expectation of reward or explanation of its actions. Where the other Blade Lords will sometimes explain why they do what they do, the Lord of Projectiles appears and vanishes without a word.

    Blade Lord of Projectiles CR 21*
    Genderless Blade Lord
    True Neutral Medium Outsider
    Init +10 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 38, touch +20, flat-footed +28
    (+10 Dex, +10 natural armor, +8 Mirror Sheen)
    Miss Chance 50%
    HP 360 (20d8+200, always has max HP); DR 10/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, calling and binding effects
    Resist fire/cold/acid/electric 30; SR 38
    Fort +29, Ref +29, Will +24
    Speed 50 ft
    Ranged conjured projectile +56/+51/+46/+41 (1d10+32+4 master of projectiles, 18-20/x2, range 100 ft)
    Space 5 ft Reach 5 ft
    Base Atk +20/+15/+10/+5; Grp +44
    Atk Options Power Throw, Ranged Pin, Weapon Supremacy, Ephemeral Projection, Infinite Repetition
    Spell-Like Abilities (DCs are based on Str, caster level 20th)
    At-will: haste, fly, scintillating scales (as an immediate action against one attack only)
    3/day: plane shift, teleport without error, arrow of bone (always precast, always has three when entering any fight)
    Abilities Str 54, Dex 30, Con 30, Int 20, Wis 20, Cha 20
    Special Attacks ephemeral projection, infinite repetition
    Special Qualities master of projectiles, fundamental element
    Feats Point Blank Shot, Precise Shot, Ranged Pin, Power Attack, Brutal Throw, Power Throw, Weapon Supremacy (projectiles)
    Skills Balance +33, Climb +45, Intimidate +28, Jump +45, Listen +28, Search +28, Spot +28, Swim +45, Tumble +33, Use Magic Device +28
    Advancement by hit dice or class; Favored Class anything with full BAB
    Possessions Mirror Sheen

    Ephemeral Projection (Ex) On an attack roll, the Blade Lord may hurl its weapon through the planes, collecting their power as it flies, and come back to whatever plane the Lord is on to strike a single foe. The Blade Lord may select a single plane (except for the one it is on when this ability is used) for the weapon to gather power from as below. This ability may be used on any attack roll the Blade Lord makes.

    Prime Material: The target of the attack suffers a banishment spell.
    Astral: The target of the attack suffers a force missile spell.
    Ethereal: The target of the attack suffers a plane shift spell (Ethereal Plane only).
    Shadow: The target of the attack suffers a phantasmal killer spell.
    Elemental Fire: The target of the attack suffers a combust spell.
    Elemental Water: The target of the attack suffers an extract water elemental spell.
    Elemental Earth: The target of the attack suffers a sarcophagus of stone spell.
    Elemental Air: The target of the attack suffers a cyclonic blast spell.
    Positive Energy: The Blade Lord is affected as per a cure critical wounds and greater restoration spell.
    Negative Energy: The target of the attack suffers an energy drain spell

    Outlands: The target of the attack suffers a word of balance spell.
    Elysium: The target of the attack suffers a transfix spell.
    Beastlands: The target of the attack suffers a contagion spell.
    Arborea: The Blade Lord gains a holy star spell.
    Ysgard: A gate spell opens, summoning forth 1d4+2 12th level fighters that serve the Blade Lord of the duration of the gate.
    Limbo: The target of the attack suffers a word of chaos spell.
    Pandemonium: The target of the attack suffers an insanity spell.
    Abyss: An abyssal army spell activates surrounding the target of the attack. The summoned demons serve the Blade Lord for the duration of the spell.
    Carceri: The target of the attack suffers a solipsism spell.
    Grey Waste: The target of the attack suffers a blasphemy spell.
    Gehenna: The target of the attack suffers a flensing spell.
    Baator: An hellish host spell activates surrounding the target of the attack. The summoned devils serve the Blade Lord for the duration of the spell.
    Acheron: The target of the attack suffers a flesh to stone spell.
    Mechanus: The target of the attack suffers a dictum spell.
    Arcadia: The target of the attack suffers a bolt of glory spell.
    Mount Celestia: The target of the attack suffers a holy word spell.
    Bytopia: A heavenly host spell activates surrounding the target of the attack. The summoned celestials serve the Blade Lord for the duration of the spell.

    For the purposes of Ephemeral Projection, all spell DCs are Str based, and the caster level for all these effects is 20th. Finally, any spell on this list that does not appear in the Player’s Handbook appears in the Spell Compendium.

    Infinite Repetition (Ex) As a full-round action, the Blade Lord may make a single attack with a projectile, and have the weapon remain in the air permanently. The Blade Lord hurls a projectile up to one range increment, and the projectile flies back and forth with inhuman speed along the line from the position it was thrown from and the position it was thrown to, forming a 100 ft line. Any creature (other than the Blade Lord) that crosses the line takes damage as if the Blade Lord struck them with the attack (no save), including any Ephemeral Projection effect the attack may have had (save as normal for the effect). The Blade Lord may maintain up to 5 Infinite Repetitions. After that, each time the Lord makes a new one, the oldest ends.

    Master of Projectiles (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Projectiles has such mastery over projectile weaponry that it is treated as having the entire Weapon Focus tree of feats for all projectile weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all projectile weaponry. It also automatically qualifies for any feat that specifically pertains to projectiles or thrown weaponry.

    Further, it is the only being who may use the artifact called Mirror Sheen, since this artifact is in fact an extension of its essence.

    Master of Projectiles grants the Blade Lord the ability to use both its Strength and Dexterity scores on attack and damage rolls with projectile weapons, and grants the Blade Lord the ability to create any desired projectile in its hand as a free action. The Blade Lord often uses this ability to create whatever specific projectile is most suited to the specific situation, but all conjured projectiles deal 1d10 damage, have a critical range of 18-20/x2, and a range increment of 100 ft. The projectiles are +5 weapons, ignore miss chance, and count as all alignments and materials for the purposes of defeating DR.

    For the purposes of Master of Projectiles, any weapon that is typically thrown or is a ranged weapon that relies more on strength than skill counts as a projectile. Examples include the Dart, Javelin, Sling, Bolas, Net, Shuriken, Fukimi-Bari, Halfling Skiprock, Two-Ball Bolas, Chakram, Throwing Iron, Spinning Javelin, Harpoon, and Orc Shotput.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Projectiles is a fundamental part of the multiverse, the physical incarnation of projectil fighting styles and of projectile weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Mirror Sheen: This unique artifact shield is used by the Blade Lord of Projectiles to deadly effect. In addition to granting the Blade Lord a +8 to AC and a +5 resistance bonus to saves, Mirror Sheen can be used to perform a reflecting block. As an immediate action, the Blade Lord may declare a reflecting block. The next attack roll rolled against the Blade Lord automatically fails, and further, is rolled against the attacker as if they attacked themselves. Once used, Mirror Sheen may not perform a reflecting strike for 1d4 rounds.

    *: The Blade Lord of Projectiles has a higher CR than its Hit Dice would normally indicate due to the immense potential power of Ephemeral Projection.
    Last edited by arguskos; 2011-04-17 at 04:41 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Blade Lords


    -one manifestation of the Blade Lord of Polearms to a higher technology civilization, shortly before that civilization's unnamed but extremely bloody destruction.

    Of all the Blade Lords known or rumored to exist, none is as bloodthirsty and brutal in combat as the Lord of Polearms. Axes may be fueled by a larger rage, Sword may be more powerful, but none can match the raw hatred that powers the Lord of Polearms. To date, there is only one witness to the Lord of Polearms in battle, and that sage was maddened by whatever it was he witnessed.

    Blade Lord of Polearms CR 23
    Genderless Blade Lord
    True Neutral Medium Outsider.
    Init +13 Senses true seeing 100 ft, darkvision 60 ft
    Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan
    AC 45, touch 34, flat-footed 36
    (+9 Dex, +11 natural armor, +15 deflection)
    Miss Chance 50%
    HP 460 (23d8+276, always has max HP); DR 20/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, sonic, calling and binding effects
    Resist fire/cold/acid/electric 40; SR 41
    Fort +25, Ref +22, Will +18
    Speed 80 ft
    Melee Blade Lord’s Polearm +53/+53/+48/+43/+38 (2d10+42+4 master of polearms+5 collision+sweeping strike, 17-20/x2)
    Space 5 ft Reach 15 ft
    Base Atk +22/+17/+12/+7; Grp +47
    Atk Options sweeping strike, overextension of the master, Power Attack, Combat Expertise, Improved Trip, Leap Attack, Short Haft, Weapon Supremacy, Dire Charge
    Spell-Like Abilities (DCs are based on Str, caster level 20th)
    At-will: heal, teleport without error, fly, scintillating scales (as an immediate action against one attack only)
    3/day: glass strike, avasculate
    Abilities Str 60, Dex 28, Con 34, Int 20, Wis 20, Cha 20
    Special Attacks sweeping strike, overextension of the master
    Special Qualities master of polearms, fundamental element
    Feats Power Attack, Improved Initiative, Combat Expertise, Improved Trip, Leap Attack, Short Haft (polearms), Weapon Supremacy (polearms)
    Epic Feats Dire Charge
    Skills Balance +35, Climb +51, Intimidate +31, Jump +51, Listen +31, Search +31, Spot +31, Swim +51, Tumble +35, Use Magic Device +31
    Advancement by hit dice or class; Favored Class anything with full BAB
    Possessions Blade Lord’s Polearm

    Sweeping Strike (Ex) On any successful hit, the Blade Lord may trip its opponent. This works as normal for a trip, including the follow-up attack from Improved Trip.

    Overextension of the Master (Ex) The Blade Lord may, at its option, opt to perform an overextension. By doing this, the Blade Lord can double its reach for one attack. This ability is a free action, but cannot be taken on other character’s turns.

    Master of Polearms (Ex) Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of Polearms has such mastery over polearm weaponry that it is treated as having the entire Weapon Focus tree of feats for all polearm weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all polearm weaponry. Further, it automatically qualifies for any polearm specific feats, such as Spinning Halberd or Vault.

    Further, it is the only being who may use the artifacts known as the Blade Lord’s Polearm since this artifact is in fact an extension of its essence.

    The Blade Lord of Polearms has the unique ability to use any polearm to duplicate the epic feats Exceptional Deflection and Infinite Deflection.

    For the purposes of Master of Polearms, any weapon that is visually described as being polearm-like is a polearm. Examples include the Shortspear, Spear, Longspear, Quarterstaff, Trident, Glaive, Guisarme, Lance, Ranseur, Duom, Manti, Naginata, Lajatang, Sasumata, Shikomi-zue, and Sodegarami.

    Fundamental Element (Ex) Like all Blade Lords, the Blade Lord of Polearms is a fundamental part of the multiverse, the physical incarnation of polearm fighting styles and of polearm weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    Blade Lord’s Polearm: Unlike the other Blade Lord artifact weapons, the Polearm is simple. It is a 15-foot long iron pole with a single spike on the end. The Polearm deals 2d10 damage, has a critical range of 19-20/x2, has a 15-ft reach, and is two-handed. It functions as a +5 collision speed keen weapon. It counts as all materials and alignments for the purposes of breaching DR, and it may only be wielded by the Blade Lord of Polearms.
    Last edited by arguskos; 2011-04-17 at 04:41 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Blade Lords

    The Blade Lord of Lasers:
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    -The Blade Lord of Lasers' primary attack form. The Blade Lord itself cannot be seen through the lightshow.


    -The Blade Lord of Lasers


    In a quiet corner of the multiverse on the Prime Material Plane, there exists a cluster of planets upon which the natives have developed a new weapon, something unknown before now, a beam of focused light that can burn through nearly anything. Though still in its infancy compared to other known weapon types, this new creation promises to become a mighty weapon. It's name? Laser. Already, a new Blade Lord has arisen to champion this mighty new weapon, an event which all but assures that this new weapon type will become mighty, given time.

    Blade Lord of Lasers CR 5
    Genderless Blade Lord
    True Neutral Medium Outsider
    Init +13 (includes nerveskitter) Senses darkvision 60 ft
    Languages Common, Infernal, Celestial
    AC 25, touch 18, flat-footed 17
    (+8 Dex, +2 natural armor, +5 armor)
    Miss Chance 10%
    HP 70 (5d8+30, always has max HP); DR 5/-
    Immune ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, calling and binding effects
    Resist fire/cold/acid/sonic/electric 10; SR 23
    Fort +10, Ref +12, Will +6
    Speed 30 ft
    Ranged arm laser +15 touch (3d8+4 master of lasers, x2, 100 ft range increment)
    Space 5 ft Reach 5 ft
    Base Atk +5; Grp +7
    Atk Options focused beam, barrage, Point Blank Shot, Rapid Shot
    Spell-Like Abilities
    At-will: cure moderate wounds, tongues, nerveskitter
    3/day: dimension door
    Abilities Str 14, Dex 26, Con 22, Int 14, Wis 14, Cha 14
    Special Attacks focused beam, barrage
    Special Qualities master of lasers, fundamental element
    Feats Point Blank Shot, Rapid Shot
    Skills Balance +16, Climb +10, Intimidate +10, Jump +10, Listen +10, Search +10, Spot +10, Swim +10, Tumble +16, Use Magic Device +10
    Advancement by character class or hit dice; Favored Class anything with full BAB
    Possessions none

    Focused Beam (Ex) As a full-round action, the Blade Lord of Lasers may focus its aim on a single opponent. At the end of the round, the Blade Lord makes an attack roll at its highest attack bonus. If it hits, it deals 6d8 damage, and the target must make a Fortitude save (DC 20) or be slowed for 1 round.

    Barrage (Ex) As a full-round action, the Blade Lord of Lasers may open fire with its weaponry, blanketing a large area in its line of sight with laser fire. Everything in a 40-ft diameter area must make a DC 20 Reflex save or suffer 3d8 damage.

    Master of Lasers (Ex) Like the other Blade Lords, the Blade Lord of Lasers represents a weapon archetype, that of laser weaponry. However, unlike the other Blade Lords, this archetype is young and untested. So far, it has very very few users, and so, the Blade Lord of Lasers is correspondingly weakened. All that Master of Lasers grants the Blade Lord of Lasers is the Weapon Focus feat tree for laser weaponry. As the Blade Lord gains power, so will Master of Lasers improve.

    Fundamental Element (Ex) Like the other Blade Lords, the Lord of Lasers is a fundamental part of the multiverse, and so cannot be truly killed. However, the Lord of Lasers is yet nascent, and thus takes much longer than the other Lords to return to life once killed. It takes the Lord of Lasers 1 month to restore itself to life once slain.


    Adaptations:
    Ok, here's the skinny. Each of the Blade Lords is finally complete. However, I can hear you crying, "but arguskos, these are all CR 20 or higher! I can't make a game around them! Bawww!" Well, I say unto you: I have the answer! It is easy enough to conceive of weaker Blade Lords, for the lesser known weapon types, such as the Lord of Armor (spiked armor and shields), the Lord of Double Weapons (currently absorbed into other Lords, but could easily be broken out), the Lord of Claws (not natural weapons, but things like the punching dagger, panther claw, claw bracer, boot blade, stuff like that), the Lord of Fists (natural weaponry), and the Lord of Uniques (a highly shifting category that can encompass nearly anything, as long as it doesn't fit anywhere else).

    Also, for the ToB fans out there. My adaptation for the Blade Lords is easy. Just give them the same refresh mechanic and everything as Warblades, but they only get access to one discipline, which is thematic to their weapon type. For the Lord of Chains, Bows, and Projectiles, there are a large number of great homebrew disciplines on this very forum (such as Chthonic Serpent for Chains and Falling Star for Bows). My personal discipline suggestions?
    Chains: Chthonic Serpent.
    Swords: Diamond Mind.
    Axes: Tiger Claw.
    Hammers: Stone Dragon.
    Bows: Falling Star.
    Projectiles: No damn idea. Sorry.
    Polearms: Piercing Point.

    If you wish to make your own Blade Lords, here are the things I gave each Blade Lord:
    -All of them are Outsiders, Genderless, and (with one exception) True Neutral. Blade Lords are beyond such things as morality and gender.
    -CR is equal to their Hit Dice, which ranges between 8 and 15 for the lesser Lords, and 20-25 for the greater seven Lords above.
    -All Blade Lords have true seeing out to 100 ft.
    -All Blade Lords have the following set of immunities: ability damage, ability drain, energy drain, force, paralysis, stunning, petrification, death effects, poison, disease, mind-affecting, calling and binding effects
    -All Blade Lords have SR equal to 18+HD.
    -All Blade Lords have maximum HP for their Hit Dice.
    -All Blade Lords have some measure of DR x/-.
    -All Blade Lords have resistance to fire/cold/acid/sonic/electric of at least 10. The greater lords all have 20+, with almost all of them at 30+.
    -All Blade Lords have several spell-like abilities, one of which is a healing at-will, one is at-will flight, one is usually some sort of teleportation (this varies from Lord to Lord with the specifics), and the rest are usually something thematic for their specialty.
    -All Blade Lords share the Master of X and Fundamental Element ability. The former has the following sections:
    -Each Blade Lord is the undisputed master of its weapon form. The Blade Lord of X has such mastery over X weaponry that it is treated as having the entire Weapon Focus tree of feats for all X weapons (this includes Weapon Specialization and the greater versions of both feats; these bonuses are factored into its stat block above). It automatically qualifies for Weapon Supremacy, and may apply it to all X weaponry.
    -For the purposes of Master of X, any weapon that is visually described as being X-like is a X. Examples include the X, Y, and Z.

    -Fundamental Element has the following text: Like all Blade Lords, the Blade Lord of X is a fundamental part of the multiverse, the physical incarnation of X fighting styles and of X weaponry itself. As such, it cannot be truly killed. If slain, the Blade Lord reforms 1 week later, at full strength and with full memory of the situation that slew it and the creatures that did the slaying.

    That's really the majority of it.
    Last edited by arguskos; 2010-04-04 at 05:57 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5] The Blade Lords

    This is an awesome concept. I really want to make a campaign based on these guys...or at least throw them at players for fun.

    Starting with the chain-guy is always a good idea. What's the next step?

    Never mind. I just saw you edited those reserved posts to say what they are.

    Also, I've got to say that that picture reminds me of The Legend of Dragoon, for some reason.
    Last edited by Temotei; 2010-03-27 at 08:27 PM.
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    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Temotei221 View Post
    This is an awesome concept. I really want to make a campaign based on these guys...or at least throw them at players for fun.

    Starting with the chain-guy is always a good idea. What's the next step?
    Well, I need to make the other six. They're all going to be of his scale, by the way, CR 20 and massively scary. I am aiming for a high power level with these guys, making them immune to most dirty trickery. Now, you can always orb them to death or something, but that just always happens. The only thing they aren't going to have is a way to penetrate miss chance, though I might work that in somehow.

    I've been debating making the Blade Lords related to Mechanus, but I decided to make them an independent group, just for folks that don't use the Great Wheel.
    Last edited by arguskos; 2010-03-27 at 08:29 PM.

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    Default Re: [3.5] The Blade Lords

    For the Chain Lord, the War Mind may give you some additional offensive and defensive combat ideas. An idea may be to have it take some virtual war mind levels; say, to the quantity of 3/4 of its HD or thereabouts.

    How are Blade Lords a fundamental part of the multiverse? You need to explain that one a bit.

    Some fluff would be appreciated.
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Amiel View Post
    For the Chain Lord, the War Mind may give you some additional offensive and defensive combat ideas. An idea may be to have it take some virtual war mind levels; say, to the quantity of 3/4 of its HD or thereabouts.

    How are Blade Lords a fundamental part of the multiverse? You need to explain that one a bit.

    Some fluff would be appreciated.
    Indeed, although I'd be happy to make my own fluff for each campaign that uses them.
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Amiel View Post
    For the Chain Lord, the War Mind may give you some additional offensive and defensive combat ideas. An idea may be to have it take some virtual war mind levels; say, to the quantity of 3/4 of its HD or thereabouts.

    How are Blade Lords a fundamental part of the multiverse? You need to explain that one a bit.

    Some fluff would be appreciated.
    I'll look into the War Mind, but I doubt I'll use it. The Lord of Chains is probably going to be the most dull of the seven, simply because his weapon type is powerful. Chain weapons are versatile and powerful, and he can just use his combat feats and size to hammer someone into the ground. The other Lords will be more interesting mechanically, likely.

    Yeah, the fluff IS a bit light, sorry, I wanted the stats down first. The concept is that each Blade Lord is the physical incarnation of the Multiverse's weaponry. Across every planet, every world, every plane, there are weapons, and people who use them. Each Blade Lord represents a type of weapon, a broad category. As long as the weapons exist, so will the Blade Lord. If you kill one, he just comes back to life. The only way to truly destroy a Blade Lord is to remove all knowledge of all the weapons he is the Lord of, along with all the weapons themselves, from the entire multiverse.

    When a new type of weapon emerges in large enough numbers, so will a new Blade Lord arise to lord over that weapon type. For example, if lasers became widespread, there would be a Blade Lord of Lasers.
    Last edited by arguskos; 2010-03-27 at 08:48 PM.

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    Default Re: [3.5] The Blade Lords

    This is a really, really, cool idea. Which Blade Lord do sword-chucks fall under?

    Oh, the initiative seems a little low. Shouldn't it be +15 instead of +5? Nice Favored Class by the way

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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Lappy9000 View Post
    This is a really, really, cool idea. Which Blade Lord do sword-chucks fall under?

    Oh, the initiative seems a little low. Shouldn't it be +15 instead of +5? Nice Favored Class by the way
    Ohdammit. I knew I jacked up something in the stat block somewhere. Thanks for the catch.

    Also, sword chucks would be under the Blade Lord of Swords. There is no Blade Lord of nunchuck-like weapons, just because it's such a small weapon type.

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    Default Re: [3.5] The Blade Lords

    I would actually suggest you increase their HD across the board if they are meant to represent the physical embodiment of weapons. Such to me suggests epic entities.

    For its chains, have them pierce and penetrate damage reduction as every special material.
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Amiel View Post
    I would actually suggest you increase their HD across the board if they are meant to represent the physical embodiment of weapons. Such to me suggests epic entities.
    I dislike the Epic rules, and feel they aren't really conducive to good gaming. The fact that Blade Lords are functionally immortal shows their importance to the multiverse, since it just won't let them die. When asked, the Blade Lords themselves do not answer about their origins, how they are empowered, or the goals they have, if any.

    However, I may do that for the biggest categories (Sword, Bows, Polearms). As the most prevalent weapon types in the multiverse, their Blade Lords would be similarly powerful. Axes, Hammers, Chains, and Projectiles are all widespread, but not like the above three. I can do that. I'll make up the Blade Lord of Swords next, maybe make him an actually Epic entity.

    For its chains, have them pierce and penetrate damage reduction as every special material.
    That's a good suggestion, and one I had intended. I'll go add that to the Blade Lord's Chains. Thanks for the catch.

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    Default Re: [3.5] The Blade Lords

    Can their souls be trapped? If they do get trapped, I recommend letting them get out in a week...probably violently (maybe with a check, as well).
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Temotei221 View Post
    Can their souls be trapped? If they do get trapped, I recommend letting them get out in a week...probably violently (maybe with a check, as well).
    I'm going to reference a little-known rule about the Outsider type: they don't HAVE souls to trap!

    Quote Originally Posted by the SRD
    Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    The way I'm reading this, you can't trap the soul on an Outsider, since there's nothing to trap!

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    Default Re: [3.5] The Blade Lords

    I like the idea, I like them a lot but I think you might want to change name for the order as a whole, since they are lords who uses weapons without blades (lord of maces for example)

    Also I suggest something like a clause for mortals (read PC's) to challenge the lords for their title, maybe they need to beat/kill whatver the lord with his respective weapon. I believe it will bee a great challange if we factor in that the Master of weapon ability (which I believe it will be present on all the other lords).
    Might be a good campaing finale for the martial characters.
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by arguskos View Post
    I'm going to reference a little-known rule about the Outsider type: they don't HAVE souls to trap!

    The way I'm reading this, you can't trap the soul on an Outsider, since there's nothing to trap!
    Darn. I wanted violent breakouts.

    Could a wish or miracle do it though?
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by arguskos View Post
    For example, if lasers became widespread, there would be a Blade Lord of Lasers.
    Yes!
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Dusk Eclipse View Post
    I like the idea, I like them a lot but I think you might want to change name for the order as a whole, since they are lords who uses weapons without blades (lord of maces for example)
    Blade is a general title for weaponry. Besides, I like Blade Lord of X. That's just me though. Feel free to change the name for your games.

    Also I suggest something like a clause for mortals (read PC's) to challenge the lords for their title, maybe they need to beat/kill whatver the lord with his respective weapon. I believe it will bee a great challange if we factor in that the Master of weapon ability (which I believe it will be present on all the other lords).
    Might be a good campaing finale for the martial characters.
    You're right about the Master of X ability. They'll all have a variant of it, with many similar powers. They'll each also have a pair of unique artifacts: a weapon and a suit of armor.

    As for challenging one for the title of Blade Lord... eh, that's not really what I had in mind. I could do an adaptation section though. Maybe I'll ask a mod if there's a way I can add another post to my reserved section up there, or I'll change that last post to a <reserved for alterations and adaptations>, such as your idea of challenges.

    Quote Originally Posted by Temotei221 View Post
    Darn. I wanted violent breakouts.
    Sorry to shoot ya down there. It WOULD be cool to see though.

    Could a wish or miracle do it though?
    No idea. Ask your DM.

    @Forever Curious: Yes, the Blade Lord of Lasers would be awesome. I might make one up, as a joke perhaps.

    Also, wow, the level of response to this idea is astounding. I really didn't expect a response of this magnitude. I'll try and hammer out the Blade Lord of Swords tomorrow. For now, I am going to go watch a movie. The Men Who Stare At Goats, if you want to know.
    Last edited by arguskos; 2010-03-27 at 09:44 PM.

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    Default Re: [3.5] The Blade Lords

    For mortals or immortals challenging the blade lords; in the event that they actually manage to defeat the blade lord, have it so that the victor eventually becomes the blade lord; the appropriate DC to resist (possibly Fort, or a combination of many; Fort, Will) is cumulative.

    In this way, the blade lords extend to perpetuity and infinity.


    Also, April Fools is soon here; so laser blade lord is very yes
    Last edited by Amiel; 2010-03-27 at 09:48 PM.
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    Default Re: [3.5] The Blade Lords

    I think you changed from masculine to neuter halfway through Master of Chains.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

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    Default Re: [3.5] The Blade Lords

    Fantastic idea and I love the picture. Perhaps you could look at the ToB homebrew for ideas of nifty abilities to buff your monsters up with. Cathonic Serpent does a really great job with chain weapons.

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    Default Re: [3.5] The Blade Lords

    I do like the concept. Though, i notice that although you mentioned thrown weapons in the OP, I don't see your plans for a Blade Lord of Thrown Weapons. Why not?

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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Sereg View Post
    I do like the concept. Though, i notice that although you mentioned thrown weapons in the OP, I don't see your plans for a Blade Lord of Thrown Weapons. Why not?
    Look for projectiles.
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    Default Re: [3.5] The Blade Lords

    This idea is awesome. Is there going to be a Blade Lord of Polarms?
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    Default Re: [3.5] The Blade Lords

    Quote Originally Posted by Zexion View Post
    This idea is awesome. Is there going to be a Blade Lord of Polarms?
    Post #7.
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