Brilliant Energy Weapons


Pathfinder First Edition General Discussion

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Shadow Lodge

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How do you sheathe a brilliant energy sword if it passes through non-living material?


TOZ wrote:
How do you sheathe a brilliant energy sword if it passes through non-living material?

Try really hard...

Alternatively, some sort of biological sheath, grown in a lab?


TOZ wrote:
How do you sheathe a brilliant energy sword if it passes through non-living material?

The leather scabbard it is in is composed of skin which counts as being alive for the purpose of brilliant energy. <---My BS answer.

Stop trying to be all logical and stuff, just play the game.<---my answer after my BS answer is contradicted.

Shadow Lodge

Ashiel wrote:


Alternatively, some sort of biological sheath, grown in a lab?

"It has a face. Why did you give it a face?"


The hilt would not pass though. As long as the scabbed is made to cradle the hilt you are golden.

Or number 2: The scabbard that comes with it is enchanted to act as if its living matter. I mean come on for 32k they can throw in a freaking magic scabbard.


TOZ wrote:
Ashiel wrote:


Alternatively, some sort of biological sheath, grown in a lab?
"It has a face. Why did you give it a face?"

I dunno, ask my brother. He's the one who's lonely lich kobold grew himself a family in a lab. :p


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seekerofshadowlight wrote:

The hilt would not pass though. As long as the scabbed is made to cradle the hilt you are golden.

/\ This /\

Or, since you are high enough level to have a brilliant energy weapon and therefore a badass, just sheath it in your enemies and carry them around.

Shadow Lodge

seekerofshadowlight wrote:

The hilt would not pass though. As long as the scabbed is made to cradle the hilt you are golden.

Or number 2: The scabbard that comes with it is enchanted to act as if its living matter. I mean come on for 32k they can throw in a freaking magic scabbard.

Number 1 needs a latch or something to keep it from falling off during rigourous motion. Number 2 doesn't work because wizards are jerks. ;)

Shadow Lodge

Lurk3r wrote:
Or, since you are high enough level to have a brilliant energy weapon and therefore a badass, just sheath it in your enemies and carry them around.

Oh, I like you.


TOZ wrote:
wizards are jerks. ;)

Are we talking wizards or Wizards here?

Shadow Lodge

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Ashiel wrote:
some sort of biological sheath
Lurk3r wrote:
just sheath it in your enemies and carry them around.

Zounds! I have it!

The Trollsheathe!

Shove your sword through a troll and strap him to your back! (Warning, may cause severe claw and teeth injuries.)

Miniature versions available for beltwear. (Warning, may incur hostility from Mikaze Orphanage Co.)

Shadow Lodge

kyrt-ryder wrote:


Are we talking wizards or Wizards here?

Yes.


You would pull that >.<

Anyways, check this out when you've got the time.


Well, the weapon can have a short metal brand just below the hilt that normally serves that purpose (simply fixing the scabbard in place and the blade just happens to hang in there) and also allows the sword to be used for parrying (most sword blades aren't sharp for whole length after all). Perhaps the item can also be use or command word activated, so that the blade is normal untill swung or commanded to become brilliant energy.


I always saw brilliant energy swords as something like this.

http://www.youtube.com/watch?v=aQ5Doy7MTRY


Zmar wrote:
Well, the weapon can have a short metal brand just below the hilt that normally serves that purpose (simply fixing the scabbard in place and the blade just happens to hang in there) and also allows the sword to be used for parrying (most sword blades aren't sharp for whole length after all). Perhaps the item can also be use or command word activated, so that the blade is normal untill swung or commanded to become brilliant energy.

That would make brilliant energy weapons actually not useless. Sure, they ignore armor and shield bonuses, but that's about it; while being entirely ineffectual against constructs and undead, can't break objects, do not ignore natural armor, or pretty much anything else.

Ironically, they can be broken but not break something else. They're also only effective against humanoids (or things wearing lots of armor and shields).

If you could turn it off and on, then you'd at least not have to worry about your +5 weapon (minimum) being useless against several creature types and items.


You turn the effect off and put the now blade-less handle in your pocket...

At least that's how it works in my game.

Shadow Lodge

1 person marked this as FAQ candidate.

Nice as that sounds, I don't think they can be turned off according to the rules. Or at least it is not mentioned in the description.

Shadow Lodge

TOZ wrote:
Nice as that sounds, I don't think they can be turned off according to the rules. Or at least it is not mentioned in the description.

I've always figured that you can deactivate them, at which time it becomes a normal +X (and whatever other enchantments are on it) sword.

Shadow Lodge

Ashiel wrote:
They're also only effective against humanoids (or things wearing lots of armor and shields).

Um, they're still effective. They're not getting the full benefits of being brilliant energy weapons, but they still hit and damage other foes that you might face.

Ashiel wrote:
Ironically, they can be broken but not break something else.

Eh...I'd rule that any attempt to sunder a brilliant energy weapon made using something made of materials that it passes through would auto-fail. People really need to stop expecting the rulebooks to cover every corner case that could possibly occur and start using common sense / RAI. Otherwise, you end up with an abortion of a rulebook that has charts for everything imaginable. Do we really want to go the FATAL route of having to make successful Urination checks?

Ashiel wrote:
If you could turn it off and on, then you'd at least not have to worry about your +5 weapon (minimum) being useless against several creature types and items.

I don't think it works that way. If a sword is a +1 brilliant energy weapon, then it still only counts as a +1 weapon in regards to things like damage reduction, etc.

The Exchange Contributor, RPG Superstar 2008 Top 6

Kthulhu wrote:

Um, they're still effective. They're not getting the full benefits of being brilliant energy weapons, but they still hit and damage other foes that you might face.

Nope. Brilliant energy weapons do nothing to constructs, undead, and other nonliving things. This property cannot be turned off.

Shadow Lodge

Russ Taylor wrote:
Kthulhu wrote:

Um, they're still effective. They're not getting the full benefits of being brilliant energy weapons, but they still hit and damage other foes that you might face.

Nope. Brilliant energy weapons do nothing to constructs, undead, and other nonliving things. This property cannot be turned off.

That isn't what was stated, however. Ashiel stated that they are only effective against humanoids. There's a lot of monsters out there that are neither humanoid NOR constructs/undead.

And show me where it says that it can't be turned off.

Shadow Lodge

Well, it states that it always sheds light.


Kthulhu wrote:
Russ Taylor wrote:
Kthulhu wrote:

Um, they're still effective. They're not getting the full benefits of being brilliant energy weapons, but they still hit and damage other foes that you might face.

Nope. Brilliant energy weapons do nothing to constructs, undead, and other nonliving things. This property cannot be turned off.

That isn't what was stated, however. Ashiel stated that they are only effective against humanoids. There's a lot of monsters out there that are neither humanoid NOR constructs/undead.

And show me where it says that it can't be turned off.

d20pfsrd wrote:


Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.
Quote:


Brilliant Energy

Aura Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.

Description
This property can only be applied to melee weapons, thrown weapons, and ammunition.

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects.

Quote:

Corrosive

Source: Advanced Player's Guide

Aura Moderate evocation; CL 10th; Craft Magic Arms and Armor, acid arrow; Price +1 bonus.

Description
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.

Corrosive Burst

Source: Advanced Player's Guide

Aura Moderate evocation; CL 12th; Craft Magic Arms and Armor, acid arrow; Price +2 bonus.

Description
A corrosive burst weapon functions as a corrosive weapon that explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon’s critical modifier is ×3, add an extra 2d10 points of acid damage instead, and if the modifier is ×4, add an extra 3d10 points.

Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.

As it does not have the "upon command" sentence which all other activation effects do it cannot be turned off. The fact that the Burst weapons gain their critical even whenthe base property is not active only serves to augment this reading which I do believe is also the RAI as you were so found of pointing out up-thread.

Be prepared to walk around with a brightly glowing weapon you can sheathe at all times (good luck sleeping in that bright light).

Yea not really ever worth it to me as a weapon upgrade, and i do think it should be a command activated ability but nope.


It would seem a bit silly if you couldn't turn the blade off and on. It IS a lightsaber effectively.

But you may need a house rule if this isn't the case.

Shadow Lodge

Partially. Lightsabers can damage non-living things.

Shadow Lodge

Ya gotta love how tedious rule nit-pickers switch from "unless there's a rule against it you CAN do it" to "unless there's a rule for something you CAN'T do it" and back again based on what they want the answer to be.

Here's a question for you: Under your interpretation, if a character is carrying a brilliant energy weapon and enters a dead magic zone, then does it become a normal masterwork weapon, or does it become simply a useless handle?

Anyhow, going back to the original question, if you do decide that the brilliant energy quality can't be turned off, I would expect that most weapons come with a sheath that was a part of the original enchantment and thus can hold the weapon.

Lightsabre: flaming corrosive shock brilliant energy keen longsword +2

Shadow Lodge

Kthulhu wrote:
Ya gotta love how tedious rule nit-pickers

Y so srs?

RPG Superstar 2012 Top 16

"Only effective against humanoids" was meant to refer to the fact that only humanoids typically wear armor. Brilliant is only effective against creatures that use armor and shields...in all other cases, it's a waste of +5.

In short, the best use of Brilliant is in the hands of undead creatures hacking on PC's. It's useless against them, and horrendously effective against PC's. Effectively, its a Player-killer enchantment, or only useful in a humanocentric campaign.

Effectively, "Brilliant" should be 'Umbral', to reflect its power of effectively 'cutting souls'. Brilliant should be an enchantment that ignores Natural Armor...THAT would be a +5 enhancement.

==Aelryinth


PRD wrote:
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, though, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.

I guess that here we have the seathing proiblem solved. Once not used the weapon can be rather mundane looking and quite easy to manipulate normally.

PRD wrote:

Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.

The four ways to activate magic items are described below.

Spell Completion:...

Spell Trigger: ...

Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

...

Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character's possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.

...

Use activation doesn't mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.

Well, okay... this reads that I can have either of the methods, so DM decide upon found items or item's creator. In case of brilliant energy enhancement I guess the comand word or willing to activate would be rather convenient to use and I don't really see any reason why not to.


For the "turning it on and off" issue, perhaps treat it similarly to powerswords in Warhammer 40k: When innactive the weapon is merely a masterwork version of its type. When activated it then gains all the properties of a brilliant weapon.


Aelryinth wrote:

"Only effective against humanoids" was meant to refer to the fact that only humanoids typically wear armor. Brilliant is only effective against creatures that use armor and shields...in all other cases, it's a waste of +5.

In short, the best use of Brilliant is in the hands of undead creatures hacking on PC's. It's useless against them, and horrendously effective against PC's. Effectively, its a Player-killer enchantment, or only useful in a humanocentric campaign.

Effectively, "Brilliant" should be 'Umbral', to reflect its power of effectively 'cutting souls'. Brilliant should be an enchantment that ignores Natural Armor...THAT would be a +5 enhancement.

==Aelryinth

Never faced a fully armoured black dragon anti-paladin or a barding-clad war rhino? :)

Marus wrote:
For the "turning it on and off" issue, perhaps treat it similarly to powerswords in Warhammer 40k: When innactive the weapon is merely a masterwork version of its type. When activated it then gains all the properties of a brilliant weapon.

Actually items in Pathfinder can be part activated, part always working, so the sword could be a +5 keen normally and become brilliant energy upon command.


Zmar wrote:


Actually items in Pathfinder can be part activated, part always working, so the sword could be a +5 keen normally and become brilliant energy upon command.

Can I get a reference for that?


concerro wrote:
Zmar wrote:


Actually items in Pathfinder can be part activated, part always working, so the sword could be a +5 keen normally and become brilliant energy upon command.

Can I get a reference for that?

No hard reference in the rules, but you can have a sword that casts a spell upon command, which is a ability that works separately from the other abilities. Some weapons also have abilities that are activated under certain circumstances and work partially otherwise, like the Dwarven Thrower, Holy Avenger or Shatterspike. It isn't said that the weapons must be activated as a whole, so I take it that it's upon players to decide.


concerro wrote:
Zmar wrote:


Actually items in Pathfinder can be part activated, part always working, so the sword could be a +5 keen normally and become brilliant energy upon command.

Can I get a reference for that?

No hard reference in the rules, but you can have a sword that casts a spell upon command, which is a ability that works separately from the other abilities. Some weapons also have abilities that are activated under certain circumstances and work partially otherwise, like the Dwarven Thrower, Holy Avenger or Shatterspike. It isn't said that the weapons must be activated as a whole, so I take it that it's upon players to decide.


Zmar wrote:
concerro wrote:
Zmar wrote:


Actually items in Pathfinder can be part activated, part always working, so the sword could be a +5 keen normally and become brilliant energy upon command.

Can I get a reference for that?
No hard reference in the rules, but you can have a sword that casts a spell upon command, which is a ability that works separately from the other abilities. Some weapons also have abilities that are activated under certain circumstances and work partially otherwise, like the Dwarven Thrower, Holy Avenger or Shatterspike. It isn't said that the weapons must be activated as a whole, so I take it that it's upon players to decide.

The activation of that(fictional that uses spells) sword's power is determined at the time of creation by the caster. It could be a continuous affect or command word, and so on. This is important because it also determines the price/value of the weapon. The user of the weapon has no say in this unless the caster puts that option into the item, which may only serve to increase the price.

In short any magic item's activation rules are very clear.
There is no such thing as always part working.
Even the holy avenger as an example is use activated with regard to the dispel magic that it can use. As to the times when it is a +2 or +5, even when it is not in a paladins arms it is at full usage. The paladin just gets more mileage out of it than anyone else does.


concerro wrote:
Zmar wrote:
concerro wrote:
Zmar wrote:


Actually items in Pathfinder can be part activated, part always working, so the sword could be a +5 keen normally and become brilliant energy upon command.

Can I get a reference for that?
No hard reference in the rules, but you can have a sword that casts a spell upon command, which is a ability that works separately from the other abilities. Some weapons also have abilities that are activated under certain circumstances and work partially otherwise, like the Dwarven Thrower, Holy Avenger or Shatterspike. It isn't said that the weapons must be activated as a whole, so I take it that it's upon players to decide.

The activation of that(fictional that uses spells) sword's power is determined at the time of creation by the caster. It could be a continuous affect or command word, and so on. This is important because it also determines the price/value of the weapon. The user of the weapon has no say in this unless the caster puts that option into the item, which may only serve to increase the price.

In short any magic item's activation rules are very clear.
There is no such thing as always part working.
Even the holy avenger as an example is use activated with regard to the dispel magic that it can use. As to the times when it is a +2 or +5, even when it is not in a paladins arms it is at full usage. The paladin just gets more mileage out of it than anyone else does.

And there's no part saying that everything needs to be activated at once. Can I for example break a deactivated sword as normal mwk weapon?

This is a grey area and nothing specifically allows or forbids the use of the abilities like this, so it's upon the players to decide, because RAW don't explicitely govern that.


Zmar wrote:


And there's no part saying that everything needs to be activated at once. Can I for example break a deactivated sword as normal mwk weapon?

This is a grey area and nothing specifically allows or forbids the use of the abilities like this, so it's upon the players to decide, because RAW don't explicitly govern that.

A sword that is not currently using an ability does not cease to be that type of sword. It just means flaming as an example is turned off.

Actually RAW does govern it because the item tells you how to activate it.

As an example flaming swords have to be turned on.

Item such as belts of physical might are use activated.

When you show me a grey area item you will have a point, until then the creator of the item decides and he has to decide because activation method determines price. If the activation was not important then it would not have to accounted for.

PRD wrote:


Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it.

Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

PS:The players don't decide the GM does.


So you just say that a flaming sword can be turned on and that it stays magic. Now the gery area is in whether the sword can be +3 and become flaming upon command OR it must be be a hard to destroy mwk sword with an aura that becomes +3 flaming upon command and nothing in between. I say that it can be the first, you say that it's either active or not, or it seems that you suggest just that by seeking a reference in the rules. You've found for yourself the price for different activation methods, so what exactly prevents me from making the brilliant energy command word activated and the rest of the sword abilities always on? Maybe we're misunderstanding eachother here.

P.S. The DM is also a player of the game.


Zmar wrote:

So you just say that a flaming sword can be turned on and that it stays magic. Now the gery area is in whether the sword can be +3 and become flaming upon command OR it must be be a hard to destroy mwk sword with an aura that becomes +3 flaming upon command and nothing in between. I say that it can be the first, you say that it's either active or not, or it seems that you suggest just that by seeking a reference in the rules. You've found for yourself the price for different activation methods, so what exactly prevents me from making the brilliant energy command word activated and the rest of the sword abilities always on? Maybe we're misunderstanding eachother here.

P.S. The DM is also a player of the game.

A +1 flaming sword does not become masterwork when the flaming property is turned off, and the flaming property is what gives it the option to use fire damage or not. Not using the fire damage for an attack does not make it less magical, and even if it the the actual numerical modifier is what determines how hard a weapon is to sunder not is enhancement bonus for the purpose of pricing.

If you are the GM you can mix and match as you please. Other than that you need GM permission.

PS:You knew what I meant by player. I am not hear to argue semantics. :)


I'm quite aware of the above (missed the flaming part though), but that still doesn't say anywhere that I can't make an item that has it's abilities activated separately and that the item is either on or off completely.

Only that the flaming weapon specificaly demands to be commanded, so it could be that they actually can't be created as unable to be turned off (since in the rules the general rules are listed first and then in concrete things there are exceptions)?

P.S. I knew what you meant, but you didn't know what I meant when you started correcting me. Besides some groups decide as such since they want to have it clearly defined in the future. Especially if DMship is rotated among the members.


My point is that I can't think of one example of a partially on item. I may be confused as to what you mean by that though.

There are items that activate other powers under certain conditions such as bane weapons, but I don't call that being partially off. I look at it as if the trigger for the bane part has not been activated unless a certain creature is being fought. Whether you are fighting the monster that is subject to the extra damage the weapon in question is still a bane weapon, just not for that monster.

PS:I am not saying you can't make a custom item that is not in the rule book. That would restrict imagination. I am saying by the core rules certain items just don't exist, and there are no rules for allowing them, meaning they are entirely in the realm of GM-fiat.


Well, I see a Dwaven thrower as partially active, only that the activation method is that it must be grasped by a dwarf (or someone pretending to be one via UMD), rather than saying a command word. Command word items are more user friendly toward nonspecified users.

Aside from that if I have a +2 short sword and add a throwing ability that I want to have activated by a command word (could a handy thing as your enemies may try to throw the sword back at you, but it won't be THAT easy), do I have to make the item on/off now?

I view the enchantments separately, just their cost increases because they need to be piled on the same weapon, but otherwise their activations can be set separately. Enchantment is a thing that is attached to a weapon and is active or not.


I understand you now. I just don't like the terminology, but that does not matter as long as we understand each other.

The returning property automatically makes it come back to you. The enemy never has a chance to keep it.
If the general purpose of your question is to make an item hard to use for certain people then yes you can do that. You can make it so that the item only works(turns on) for those who are lawful good, elves, and so on. You can probably make it so that it only works for you if the GM allows it, but I would expect for it to cost more due to the protective measures.


concerro wrote:

I understand you now. I just don't like the terminology, but that does not matter as long as we understand each other.

The returning property automatically makes it come back to you. The enemy never has a chance to keep it.
If the general purpose of your question is to make an item hard to use for certain people then yes you can do that. You can make it so that the item only works(turns on) for those who are lawful good, elves, and so on. You can probably make it so that it only works for you if the GM allows it, but I would expect for it to cost more due to the protective measures.

Please note I said throwing - that's an enchantment that allows me to throw the weapon. Returning is another enchantment that makes thrown things fly back (a thing that I may not be able to have on the sword as well, probably because I'me broke. That's why I'm considering what happens when I throw it).

I don't think that this should make the weapon more costly. It's a trade off and is not always convenient. It doesn't make the weapon more powerful anyway. I'd make you want to borrow the weapon to your friend for example. I'm not sure if the items can be keyed to specific personas (but why not, if the player is paranoid) though and what it would do if you were reincarnated for example... so many things that can go wrong.


Zmar wrote:
concerro wrote:

I understand you now. I just don't like the terminology, but that does not matter as long as we understand each other.

The returning property automatically makes it come back to you. The enemy never has a chance to keep it.
If the general purpose of your question is to make an item hard to use for certain people then yes you can do that. You can make it so that the item only works(turns on) for those who are lawful good, elves, and so on. You can probably make it so that it only works for you if the GM allows it, but I would expect for it to cost more due to the protective measures.

Please note I said throwing - that's an enchantment that allows me to throw the weapon. Returning is another enchantment that makes thrown things fly back (a thing that I may not be able to have on the sword as well, probably because I'me broke. That's why I'm considering what happens when I throw it).

I don't think that this should make the weapon more costly. It's a trade off and is not always convenient. It doesn't make the weapon more powerful anyway. I'd make you want to borrow the weapon to your friend for example. I'm not sure if the items can be keyed to specific personas (but why not, if the player is paranoid) though and what it would do if you were reincarnated for example... so many things that can go wrong.

I just looked it up. I did not know about that one. In that case putting restrictions on who can use is still possible per my last post.

Here are the actual rules. I guess anything more than this will depend on the GM being nice. By the rules the restrictions make the weapon cost less, but I always thought the price should increase.

CRB wrote:

Other Considerations: Once you have a cost figure, reduce

that number if either of the following conditions applies:
Item Requires Skill to Use: Some items require a specific skill
to get them to function. This factor should reduce the cost
about 10%.
Item Requires Specific Class or Alignment to Use: Even more
restrictive than requiring a skill, this limitation cuts the price
by 30%.

Race is not listed above, but the dwarven thrower is an example of a giving an item an ability not listed since it is restricted to a certain extent by race.


I treat them like lightsabers.

They make whooshing sound effects.


concerro wrote:
...

Actually restrictions on race/class/whatever are listed under curses, so the Holy Avenger is a cursed weapon ;)

I guess this would be about as restricting as the class requirement.


Zmar wrote:
concerro wrote:
...

Actually restrictions on race/class/whatever are listed under curses, so the Holy Avenger is a cursed weapon ;)

I guess this would be about as restricting as the class requirement.

Duh...don't you know about the Cursed Sword/Holy Avenger which needs a cleric to try to pick it up 8 times before it can be used by anyone OTHER than the cleric or magic user? (Waits to see if anyone gets the reference.)

Shadow Lodge

Well of course the Holy Avenger is cursed! It kills any Evil-aligned 1HD creatures that pick it up! :)

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