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I have a player in my campaign who seems underpowered compared to the rest (everyone just hit level 7). As a way of balancing the playing field and giving his character a unique schtick, I was going to give him a special weapon. I've never been happy with the Weapons of Legacy rules or the Legendary Weapon rules in the 3.5 SRD and have attempted to brew my own rules. As an added note, I've added Use Magic Device to most non-magic user's class lists. Rogues/Bards are still probably the best at it because of their abundance of skill points. Legendary Weapon Template:
Spoiler:
Requires: True Believer feat (Book of Exalted Deeds) or Skill Focus (History) (basically, a feat is burned to use the weapon.
Attune to the Weapon: A flavor-based requirement. Weapon's History: Each weapon has 3 historic facts that can be used as story seeds by the DM. Upon completion of a seed the weapon can be upgraded by a +1 enhancement (see below). Special Property: Varies, but often a small effect on a critical with the weapon (daze, stagger, etc...). Stats:
As a 1-hour ritual, a wielder can sacrifice magic items/gold to upgrade the weapon towards this final form. The cost to do so is equal to the difference of the current magic item's bonus compared to what it's being upgraded to. (i.e.: A +1 weapon is worth 2,000 gold while a +2 weapon is worth 8,000. A character would need to sacrifice 6,000 gold worth in items to upgrade the weapon) Powers:
There are four abilities at DC 15, 25, 35, and 45. Generally the lowest effect emulates a spell around 1st-2nd level, the next 3rd-4th level, the next 5th-7th level, and the final 8th-9th level. At +10 DC the wielder may weave in a spell from the weapon as a swift action. The CL is equal to the wielder's level and the spell DC is equal to 10 + the spell level + the wielder's Cha modifier. Penalty: If the wielder fails the UMD check, the weapon has no effect and they suffer a penalty. Generally 1 ability damage per spell level of the ability (the ability affected depends on what is appropriate for the weapon, though the default is Constitution damage). Sample Weapons (story hooks aren't finished, the first weapon is what I plan on giving to my PC, he will have a Use Magic Device check of about +13): Legendary Weapon - Gabriel’s Blade
Current Form: MW Cold Iron Long Sword
Powers: Requires a Use Magic Device check (+1 bonus for the total enhancement bonus of the weapon).
Legendary Weapon - Thorn of the Fae
Powers: Requires a Use Magic Device check (with a +1 bonus for the total enhancement bonus of the weapon).
Comments/concerns/suggestions much appreciated, thanks!
Carapace Devil (Loricalia) Description: Symbiotic fiends, carapace devils—loricalia, as diabolists know them—are malleable, spider-like creatures that are sealed into a suit of hell-forged armor at the start of their existence. ‘Infernal Regalia’, the formal name of the armors that contain these lesser devils, always vary in style, each suit changing subtly over time depending on the sins of the damned soul within, though by design they all share an essential trait. Each suit’s breastplate is wrought with the visage of a terrifying fiend with a gaping maw—an embellishment that conceals the lair of the loricalia. The regalia are given to mortals whose base desires match that of the devil inside. No matter how buried the sin the fiend digs it out, amplifying every dark impulse. Cunning, patient fiends, loricalia prefer to guide mortals empathically in this way, posing as potent magic armor. They share their infernal might with such a host, often using the influx of power to distract their bearer from changes in behavior. Through this subtle influence they seek to ensure their host’s damnation. Powers and Abilities: Alone, carapace devils are poor combatants; they are too sluggish to pose much of a threat. With a host however, the symbiotic fiend’s weaknesses seldom matter. Within the armor, the fiend’s seven lesser legs clasp their host’s ribcage, firmly embedding in their bearer’s back. Through this link, the loricalia synchronizes with their host, allowing them to function as a singular entity. The devil then hides their two main, sword-like legs inside the armor’s maw, relying on the host like a knight her steed. Meanwhile, the loricalia empowers their bearer with an Infernal Aegis, sharing diabolic strength, resistances, and stamina with the mortal, as well as granting a dark boon pertaining to their deadliest sin.
Muse of the Solemn Vessel
Description Outwardly, the Muse of the Solemn Vessel is a simple, though beautiful mantle made of blue cashmere. However, adorning the inside of the mantle’s collar is the image of three silver nymphs, positioned as though they whisper secrets to the wearer. One of nine mantles of the muse, the Muse of the Solemn Vessel’s providence is that of the musical voice. Three times per day, the wearer may call upon the insight of the muses. She may gain a +5 bonus on any Perform (Sing) check; make an aid another action as a swift action; or if the wearer is a bard, she may call upon the full power of the mantle to perform the Aria of Sorrows. The Aria of Sorrows is a bardic performance that affects all allies within 30’ who are willing and able to hear the bard. All those affected are given the benefits of Sanctuary (as per the spell, with a DC of 10 + 1/2 the bard’s level + the bard’s Cha modifier). Should someone affected by the spell break it by attacking, the effect of the performance is broken for all those benefiting from it. Maintaining the Aria of Sorrows is the same as a regular bardic performance, the use of the Muse of the Mantle is only required to start it. Construction Requirements Bardic Performance ability, enthrall, haste; Cost 5,000 gp
I'm still unsure if the Eidolon is broken-I think the class needs reivision in it's current state, but I've been reading a lot of threads here where critics claim that the Eidolon's spell-like ability evolution was broken. According to the ability, to use a spell-like ability, the Eidolon must have Charisma equal to 10 + the spell level to cast it. Combined with the fact that it starts with 11 Cha, a Summoner needs to be using all their ability score level up's and evolution increases if they want it to use a powerful spell-like ability. Most of the spells an Eidolon could cast would have low spell DC's, etc...I was statting up a couple of sample Eidolons, including a Basilisk with Flesh to Stone 3/day and that ability would take more than 1/2 the evolution points by the time you could get it (no sooner than 12th level due to the other clause, that the spell must be 1/2 the level of the summoner). All in all, I think the SLA ability is balanced, if not a bit weak due to the low DC's. I still would like to playtest the class personally to get a better feel, but felt that this issue should be brought to attention for all those who criticized the Eidolon as overpowered for SLA's alone. (XP costs should probably be paid for the summoner, to limit problems such as Limited Wish/Wish, but that'd be my only concern). |