Unique magic weapons inspired but not limited to and by mythos


Homebrew and House Rules


Im currently developing a e6 campaign setting in which the pcs need to gather the shards of weapons from tales of old, they must track down and reforge them to stop a great evil from befalling not just there country but the entire material world. Im looking for unique ideas and takes on magical weapons that will be used to reinforce a seal to a great and nearly forgotten evil from millenias before.

An example: gungnir would be broken into two parts a +1 adamentine dagger that deals +1d6 universal energy dmg (fire, ice, acid, sonic, and electric. bypasses resistances and immunities to energy types) and can once every 1d4 rounds make an atk as if affected by true strike. The shaft would be a +1 ironwood quarter-staff that deals +1d6 universal energy dmg and can ignore all forms of miss chance for 1d4+1 rounds once every 10 minutes. When combined gungnir is a +2 long spear that combines the qualities of both weapons as well as gaining ability to pierce any type of dr even dr-. Please forgive horrible editing on my phone atm. So lets see some ideas tho restrictions r as following,
*no abilities can be as a spell of higher then 3rd(some exceptions apply, like cl3 flame strike on a +1 flaming holy sword usable every 10 minutes and negates the holy and flaming qualities for 1d4 rounds after use).
* max cl is 3rd for any dmging spells.
*trt to stay as +4 or less in combined enhancemeny/properties.

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