New ideas for the Sword of Aaqa and the Lightning Sword- new materials


Age of Worms Adventure Path


Hello, everyone. In general, I play relatively high-powered games. Not just that, but I love when things are unique- not just unique, but cool. If something is really powerful, as long as it's not gamebreakingly so (that is, as long as the players don't have a problem with it), I welcome it with open arms. So I just wanted a couple suggestions.

First off, one of the players in my AoW campaign basically made his character centered around wanting to get the Lightning Sword and the Sword of Aaqa in A Gathering of Winds. (Before I decided I wanted to run the AP, I saw those two swords, and was like, "Dude! Check these out!") I don't have any problem with this- it helped a player make his character, and added a bit of depth to the storyline, since I could subtly add in some Vaati heritage to his backstory. Anyway, so we finally got to A Gathering of Winds the other day, and the player is getting all excited about getting his weapons soon. He knows what their abilities are, and was just sort of jotting down what he would (ideally) like them to become once they're 20th level with tons of money. That caused me to re-think a few things.

First off, I don't like Shocking Burst (or any of the Burst abilities), mainly because it's way too weak for its cost. (You could pay a +2 ability for 1d6 electricity, and an extra 1d10 electricity every 10 hits, or you could just pay a +2 ability for an extra 2d6 electricity on every hit by taking Shocking twice, or Shocking and another energy type.) So my group and I cooked up a +1 enchantment that's basically the same lines as Thundering- it's a +1 that, on a critical hit, deals 1d8 electricity (or 2d8 on a x3 weapon, or 3d8 on a x4) to the target, and they must make a fortitude save (DC 14) or be blinded for one round (as opposed to Thundering's permanent deafening effect). That's the first thing we changed- the Lightning Sword isn't a +2 Shocking burst shortsword, it's a +2 Shocking Flashing shortsword (or whatever I choose to call it).

Second, the player that will be getting them wanted to use two bastard swords- so he took the Oversized Two Weapon Fighting feat from Complete Adventurer, and is wielding two bastard swords. He then suggested that I change the Lightning Sword and the Sword of Aaqa to Bastard Swords- mainly because I love Katanas, and this would allow me to make them Katanas. So Katanas they are.

Third, I recently got very interested in new materials. In a campaign I was in a couple years ago, our party encountered a longsword made of a material that, by virtue of its material makeup, was ElfBane. Regardless of its enchantments, even in an antimagic field, that sword (or any other weapon made out of that material) gained a +2 to attack and damage versus elves, and dealt an extra 2d6 damage to elves. This material was, of course, incredibly rare, as elves would have taken great pains to make sure any or all of it was destroyed. Well, that got me thinking- what if there were other types of materials that naturally had certain abilities? What if, at one point, there WERE no magical enhancements, and the magical enhancements were created to mimic a material's natural ability? But, the thing is, materials with such potent abilities would surely be coveted by some and destroyed by others.

That's where the Vaati come in. According to Erik Mona's recount of an old 1st-edition book about the war of Law vs. Chaos, thirty-two materials were created and destroyed during that war. Imagine what sort of materials a race of lawful air-based creatures would create- and which materials would instinctively be hunted and destroyed by their enemies. So, I've decided to introduce two very potent materials: Electrium and Axium (working titles). Both materials were almost entirely destroyed- the only remaining two pieces of it were forged into the signature weapons of the Wind Duke General Icosiol, the Lightning Sword and the Sword of Aaqa.

The Lightning Sword is just going to be a +2 Katana with the ability to grant its wielder Flight once per day. However, it is made of Electrium- a dull grey metal that, at different angle, changes color between light blue and pale yellow- and as such can channel psychic energy through the blade, turning the wielder's will into electricity- and it will thus deal an extra 1d6 electricity damage on a successful hit, as well as the Flashing ability I mentioned above. The Sword of Aaqa will be a +2 Katana with the ability to create a gust of strong wind on a critical hit, but it's made of Axium, a rigid metal that bears a dark blue sheen when polished, and has properties that are the bane to chaotic creatures. On a successful hit from a weapon made of Axium, chaotic creatures take an extra 2d6 damage from the metal, and the sword counts as a Lawful weapon for overcoming damage reduction. The swords still retain their ability to shoot the line of sonic energy.

Basically, I wanted to make the weapons more unique, and though he weapons won't be any more powerful when they're acquired than the module has them be, but they'll be easier to improce (as their enhancement bonus will be lower, thus costing less money, with more potential). What do you all think? Like? Dislike? Should I change the names of the materials?


Alright... maybe I should work on making my posts much shorter. Then I'll get some replies. :-P

Liberty's Edge

I'm thinking. Gotta think on it for a while/day/something.


I was thinking about upgrading the swords along with the Diadem of Zosiel and the Talisman of the Sphere. Anyone try this or have any good ideas on how to change these weapons?


First thought; make them Legacy weapons (Weapons of Legacy: EXCELLENT book). That will let you add a ton of history to the blades, as well as abilities that will increase the weapon's usefulness *greatly at higher levels.

Another idea for materials could be something referred to as "Vaati steel"; a clear, glass-like metal that is razor-sharp and diamond-hard. It's treated as being Keen when made into slashing or piercing weapons, and adds one point of damage to such weapons normally due to its preternatural sharpness. Armor and weapons made of it weigh as much as mithral, but have the same hardness and hitpoints as adamantine. Because of the high heat and level of skill required to make it, it costs 1.5x as much as adamantine, and all items made from it are considered masterwork.

The elemental surge abilities listed in the DMG 2 would also be interesting; the greater Air ability allows you to summon an Air elemental for a certain number of rounds, which would be a nice Vaati ability.


Russell Jones wrote:
First thought; make them Legacy weapons (Weapons of Legacy: EXCELLENT book). That will let you add a ton of history to the blades, as well as abilities that will increase the weapon's usefulness *greatly at higher levels.

My only problem with making them Legacy items is that those generally require lots and lots of drawbacks to keep them from being overpowered- usually in the form of BAB penalties, save penalties, and/or lost hit points- none of which I want in this three-person game, especially for the group's fighter. Not only that, but the formulas in Weapons of Legacy are just too dang confusing. That said, thanks for your input. I'm already planning on putting legacy-ish items into the campaign in the next adventure (items traded from Manzorian for the Rod of Seven Parts fragment), so I don't wanna use them again.

Any other suggestions? Mainly, I want input on the names of the materials (as I kinda made them up on the spot, and they're definitely ridiculous sounding :-P). Thanks!


UltimaGabe wrote:
My only problem with making them Legacy items is that those generally require lots and lots of drawbacks to keep them from being overpowered- usually in the form of BAB penalties, save penalties, and/or lost hit points-

I'm not sure I understand how making the weapons Legacy items the character would loose out on BAB/Saves/and HP. THe item would just "level up" so to speak as the character does.

Yes, from what I remember the character would have the option of taking a Legacy PrC that would further enhance the weapon. But by no means would that PrC be required for the purposes of having these item's become Lagacy items.


UltimaGabe wrote:


Any other suggestions? Mainly, I want input on the names of the materials (as I kinda made them up on the spot, and they're definitely ridiculous sounding :-P). Thanks!

Axium=ok, Electrium=eh don't know. Its a little close to electrum pieces to me.

I think by the way, that the abilities you presented are ok from a balance standpoint. I might give each sword the equivilent of a +1 or so enchantment for the wind storm (or whatever it was, I don't have the magazine in front of me)when they are used together, still easy to enchant, but a little more balanced. Just my 2 coppers.


William Pall wrote:
I'm not sure I understand how making the weapons Legacy items the character would loose out on BAB/Saves/and HP. THe item would just "level up" so to speak as the character does.

What I meant was that all Legacy Items, at least ones created using the rules in Weapons of Legacy, have drawbacks. Sure, they give you all sorts of cool abilities, but the more powerful the abilities, the more hindering the drawbacks- I don't have my book handy, but in general, powerful weapons give the wielder penalties to their attacks and penalties to saves, as well as occasional lost skill points, all as drawbacks. Otherwise, the weapons simply wouldn't be balanced alongside a +5 sword or whatever. It's a good mechanic for keeping balance, but not the mechanic I'm looking for.


The thing with the Legacy ability costs are that you can control just how much they affect the character. There are several different sets of tables that represent *suggested costs for characters with Legacy weapons at each level. You can lessen or increase them as you see fit, or even pick and choose from the different tables.

If you're worried about the costs being too prohibitive for a 3-member party, you could also do away with them. While that ramps the power of a Legacy weapon way up, it would probably fit right in if you're playing a campaign as difficult as this. Sometimes, you just gotta give 'em the big guns ;)

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