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Post by dmmadmaxi on Jul 30, 2015 21:43:46 GMT
Wow! You put so much character into one, simple weapon. I love it! Lol simple weapon needs simple origins. Absolutely LOVE IT! I am going to make me a "Ogre Club" too lol!
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Post by dmmadmaxi on Jul 30, 2015 21:56:44 GMT
#17 Abdalas' Shurikens
These shurkien's belonged to a fabled thief who was able to vanish without a trace during several high end robberies. The Shurikens are a +1 and are made with a black colored metal. To the naked eye these shuriken's look and feel like very plain and everyday items. However with a little research the weapons special ability quickly comes to light. One shuriken is considered the 'anchor' while the other must be kept on person for the ability to work. When the keyword is spoken the 'anchor' magically pulls the other shuriken and anything touching it back to it. The thief Abdala used this as a sort of 'jumping' ability, where she could be in once place and then a second later somewhere entirely different. This ability has saved her skin more than once. Abdalas' Shurikens are highly sought after for this reason. The keyword to activate the shuriken's power is "Déjà vu"
Another quick one. I love weapons that are a little less 'potent' in damage and have a utility purpose! Always leaves options for the players.
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Skedrix
Squire
Posts: 40
Favorite D&D Class: Runepriest
Favorite D&D Race: Warforged
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Post by Skedrix on Jul 30, 2015 22:24:31 GMT
#1: Crimson Darkred, Sword of Malice (+0 magic bastard sword, intelligent, requires attunement) This bastard sword is an intelligent weapon of questionable utility. While the sword is held, it provides advantage on intimidate checks made by shouting. If words are used during the shout, the wielder must use a language shared by the target, though the specific wording does not matter. *If the wielder melodramatically introduces the sword by full name to an enemy during combat, the sword heals its wielder by 1hp. This effect can only be used once until the end of the next short or long rest. If the wielder refers to the sword without naming it (saying "my sword" or "my blade," etc. as opposed to "Crimson Darkred"), the sword deals 1d4 lightning damage to its wielder. This damage cannot be reduced or negated in any way. Damage from this effect can only be incurred once until the end of the next short or long rest. If another intelligent weapon with the ability to speak is in the presence of Crimson Darkred, the other intelligent weapon will know of Crimson Darkred and either taunt or console Crimson Darkred depending upon the personality of the other weapon. Feelings of irritation and a desire to prove oneself flow into the user if Crimson Darkred is taunted by another intelligent weapon. If Crimson Darkred is consoled by another weapon, the wielder feels embarrassment and a desire to sheathe Crimson Darkred, and the advantage on intimidate checks while Crimson Darkred is held become disadvantage until the end of the next long rest. * - Once, a confused warrior held the sword high and shouted, "I'm going to mildly-to-moderately inconvenience you!" and cowed three gnolls into submission. In another, more unfortunate incident in a rowdy tavern, the warrior had to raise his voice to order drinks while one hand unwittingly rested on the sword's pommel, causing the terrified barmaid burst into tears and the regular patrons to come to her defense, casting the fighter and his party out. A third, stranger event was when the sword was stolen from its wielder: a halfling thief crept into the wielder's camp at night, picked up the sword but was caught by one of the wielder's allies while trying to escape. The thief and ally both screamed, dropped their swords and ran in opposite directions. The sword was recovered safely the next morning. (A weapon with a case of chuunibyou.)
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Post by lasersniper on Aug 2, 2015 5:26:27 GMT
Oh oh oh let me try
#13: The Star Blade
There was a time when Wizards of the Nightmare were slowly corrupting the land, putting entire kingdoms into eternal slumbers where they would be terrorized by horrendous dreams. Knowing this spreading nightmare would engulf all the lands eventually, the Archangel Lucifer, which means "Morning Star" or "Light-bringing", stole a star from the heavens and forged it into a blade. Before the gods could stop him, he threw the blade down from heaven where it landed with a flash of light, before the feet of a lone knight from an isolated kingdom. Using the Star Blade that knight and allies where able to defeat the Wizards of the Nightmare and awaken the lands that laid in slumber.
Inscribed into the blades hilt are the words "Only one with pure intent can dispel the Nightmare". The Star Blade is an irregularly shaped sword where the end of it is shaped like a 4 pointed star. Unless the wielder is using the sword to try and kill evil aligned creatures or mind altering magics or their casters, it acts like a regular long sword. If you are fighting those kind of enemies with the intent to kill, the Star Blade can emit a flash of brilliant light that will daze targets for 2 turns if they fail a reflex save. This sword also can be used to dispel nightmares and will allow its wielder and allies to enter magically induced nightmares to fight and banish them.
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Post by lasersniper on Aug 2, 2015 6:07:59 GMT
(12) Fate cutters. Said to be the tools of the fate weavers when a thread in the tapestry of destiny threatens to unravel it all. Actually just a pair of magical scissors. 1d4 slashing damage. Will cut most textures no matter how tough it is, rumoured to cut metal but this has not been proven. Attacks with the cuttters when targeted against armor has a chance to dismantle the armor(DC Check set to hard) leaving the wearer without protection. Hah, managed to make scissors into a interesting if situational item While reading this I immediately thought of the the Fate sisters from the Hercules Disney move. The ones that weave and cut pieces of the Thread of Life to signify how long a person will live.
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Post by joatmoniac on Aug 3, 2015 6:57:25 GMT
#15 Rainicron Armor of Golden Light
Originally the Rainicorn Armor of Golden Light was just called the armor. After the noble warrior had completed enough quests for the Rainicorn people he was allowed to have his armor enchanted by a Rainicorn wizard. The Rainicorn wizard infused the armor with the power of the sun itself. The armor shines with bright light at all times (it casts light as that of a well lit torch) and can't be hidden easily. The light can penetrate most barriers, but is blocked by 1foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The armor allows the wearer to cast Light and Dancing Lights at will. The armor allows the wearer to cast the Daylight and Faerie Fire spells equal to Spell Ability Bonus/day (i.e. Cha, Wis, or Int.) The armor allows the wearer to cast the Sunbeam, Sunburst, or Prismatic Spray at increasing risk to the magic of the armor. If one of these spells are cast there is a 5% chance that the magic of the armor is used up, and the Rainicorn Armror of Golden Light becomes the armor once again. With each additional spell cast of from those three the % chance of lost magic increases by 5%. Only the power of a true Rainicorn wizard can restore the magic of the armor, and reduce the % chance of magic loss.
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Post by oldsoulsunrise on Aug 4, 2015 2:07:50 GMT
Elendae,
An former heirloom of the kingdom of Raemia. Thus sword is one of the few surviving relics from the rise of the arch-fae Galibrix who lead the underdark in a mercelious campaign to extinguish all light in the world, it last true owner King Falco the deathless led the falcon guard to guard the gates of elysium to give his wife enough time to evacuate the eternal city.
1d10 slashing +2 to hit
Once every day the wielder may call forth the vengeance of the eternal plane of light for 2d12 radiant damage in a 30ft cone, all evil aligned creatures within 60ft must make a d. 14 Con save of be blinded.
The wielder may use this effect again in a day buy will be moved two levels of exasution per use.
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Post by joatmoniac on Jan 2, 2016 10:40:33 GMT
Another one going from podcast to forum! #19 Requiem, Reach of the Banished Forged deep within the Nightosphere itself, cast onto Ooo many years ago. There is a button on the handle that extends the reach of the weapon, and summons forth a previously banished person that shouts out something as it helps extend the weapon. If you slam Requiem on the ground the spikes shoot out from the morningstar and hits targets at a decent range. It has the ability to banish people to the Nightosphere in which it was forged, but it has already banished too many people, and instead replaces the person being banished with someone that has already been banished before by Requiem. There is no way to reset the number of banished people for the weapon short of returning it to the Nightosphere itself and figure something out from there.
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