Showing posts with label Ego weapon. Show all posts
Showing posts with label Ego weapon. Show all posts

Monday, October 25, 2021

Dal'Vastk - Legendary Dwarven Axe

Dwarves have two words for blood. They don't use "blood" as humans do, as a term for lineage, due to the high importance and many social nuances of family and blood-relation in their culture, blood as a word for them is just blood.

But there are two words for blood. The first just means blood as a thing. It is blood in your body, on a knife, spilled on the ground. That's just blood. The second is the word for blood, but only blood spilled in defense of the home. This term is, therefore, very special. If you are injured, you have blood, but only if you are injured in defense of your home or homeland, then you are injured with blood.

Then, in consideration of both this fact and the fact that dwarves have a very honor driven, conservative culture; consider exactly what sort of weapon could earn the name of Blood Axe.


Dal'Vastk
- Legendary Dwarven Axe +2
Stats- Deals 1d8+1d6+2 Damage, 1 in 6 chance for Shockwave on miss

The Dal'Vastk is a short hefted axe with a long cutting head, suited for combat. The design is very angular, with a octagonal shaft made of the same enchanted metal the axe itself is made with. The face and head of the axe is inscribed with an uncountable number of runes in geometric patterns lending the weapon additional strength, protection, and power.

This weapon is almost totally invulnerable, and is a symbol of true craftsdwarfship. It is immune to corrosion, destruction effects, disintegration magic, and even planar disjointing fails against the object. Even against divine or otherworldly levels of power, this weapon receives a saving throw to avoid being broken, disenchanted, or unmade. It never loses its edge and is never off balance. Its grip never slips and the blade never chips. The weapon could be left at the bottom of a river for a thousand years and never rust. It is immune to all such lesser forms of decay. The only weapons that have a stronger tensile hardness or ability to scratch it are those made of Adamantine, and even those cannot truly break the weapon, only mar its otherwise flawless exterior.

Whenever Dal'Vastk strikes something with the back of the axehead with vigorous force (as in, used in an attack or smashed against an object), it will fire off a shockwave. The shockwave pushes the target back 10 to 20 feet based on the weight of the target, and deals an extra 2d4 damage if they are flung into a wall or hard floor, with additional damage or death inflicted if knocked into spikes, off a cliff, etc. This shockwave can also be used to do things like blast down doors, knock down a bookshelf in one swing, shatter a stone, and so on. There is no limit to the number of times this shockwave can be activated once per day, but it can only be activated once per combat round. If your character has multiple attacks, you can perform a normal attack with the axe, then flip it around in your hand to hit enemies with the shockwave, and so on. Finally; when fighting regular, armed, and aware opponents, you still get a 1 in 6 chance to strike them with the shockwave ability even on a missed attack. This is because they may raise a shield, the flat may hit them square in the chest but be deflected, the use their sword to parry but the energy is still directed towards their body, etc.

Finally; Dal'Vastk is a powerful artifact and a symbol of dwarven kind. It is an ego weapon. It much prefers to be wielded by powerful dwarf warriors, but as the dwarves themselves would say- it's about how you act, and not what you are. Anyone who has broken a sworn promise without reconciliation, abandoned a solemn duty, or kill members of their own family are unable to wield this weapon. The weapon will also reject those who do not have an Ego equivalent of a Fighter of 6th level or better.

Anyone who fails to meet the requirements of the ego above are flung backwards by the shockwave the moment they try to swing the axe, even for a practice swing, with the axe being knocked out of their hand and flat onto the ground, waiting for a true dwarf to claim it.

Tuesday, October 5, 2021

Bow of Scinarri


Bow of Scinarri
- Magic Bow +1
Stats- 1d6+1 or 1d20+1

This bow is carved of red wood. It's very old, but well maintained with oils harvested from an ancient grove of trees; planted just when the city was first founded. Several simplistic paleoglyphs are burnt into its side; which are the symbols for protection, beast, pierce, and wind.

This power has two primary abilities. The first are related to its glyphs. As long as you carry and have mastered the bow, you may invoke each glyph-word once per day to create simple magic spells. These act as either advantage rolls relating to the word, or as minor coincidences that help you out. For example, you could roll an attack with advantage against a wild animal by firing an arrow at it and invoking Beast. You could change the direction of a breeze using Wind to sneak up on a creature. The power of Protection can be used once per day to reduce the amount of damage you take from any source by -1 point, or by giving you advantage on a single saving throw, and so on.

The second power of the bow is a ritual. In order to perform the ritual, the user of the bow must name and prepare a special arrow; just a standard arrow tied with beads, painted, and pointed to the four winds and such will work. They must save this arrow and use it only once against a specific quarry that the user promises to slay to the bow with this magic arrow. The arrow will strike for 1d20+1 damage on its first and only hit against that target. If this ability fails to kill the target, the bow will lose your favor and you will have to regain its trust in you as a hunter. Also, you get no advantage on the To-Hit roll with this special ritual arrow attack besides the normal +1 this magic bow grants.

The bow is tied to the powers of nature and to hunters. The bow only works for hunters who have never lost a quarry. Contrary to most magic items, it has no problems with an even seems more attracted to those who have never hunted or held a bow before; the inexperienced have much to prove. This weapon does reject those who have attempted and failed a hunt. Failing a hunt in this case is losing your prey over several days of extended chase and losing them for good, giving up, or having the prey die or be taken by something else. This bow also doesn't care about you failing to kill people or other stuff, just things that you specifically set out to kill.

It is possible to earn the bow's favor again (though you cannot use the bow to accomplish this feat, and it must be carried with you instead) by hunting an even more powerful beast or progenitor of the one you failed to catch the first time. So if you tried to kill a white wolf and it escaped you, the bow will not function for you, but if you vow to slay a great wolf Nature Spirit and succeed, bathing the wooden bow in the beast's blood and wrapping the bow in its pelt on the journey home- it will have regained its trust in you as a hunter.

Tuesday, June 29, 2021

10 Badass Spears

Why am I using the term "badass" here? Because every other list is going to just say "magic" instead, so who cares. It means the same thing. We don't have enough cool magic spears. It's always just swords.


10 Badass Spears
[1]
Edamame - 1d8+2
Named after a simple cooked seed dish, this spear is so named for its bright green pod on the end of it, edged with a sharp seam. Three times per day, the user of this spear can swing it and force the pod to magically open up; releasing a sudden burst of Entangling Roots in a cone. These roots also puncture and spread shoots through whatever is struck by it, dealing 1d6 damage.

Additionally, if this spear lands a killing blow on a creature of at least one HD, all enemy creatures adjacent to the slain creature must save or be entangled by a small explosion of grass and vines that shoot from the slain enemy's body. These roots are intelligent enough to avoid striking both the user of the spear and their allies; making this weapon very powerful.

[2] Love Point - 1d6+1
Spear whose bright metal tip is dipped in orange paint. Has a long dark gray shaft made of unusual, far-away wood that is stronger then oak. The spear has a sharp, flat head.

When the spear is gripped and pointed at a creature, they must make a save. If they fail, they will slowly walk towards the spear and be able to attack the spear user. Every round, they will get closer- until they will begin to impale themselves on the spear and walk into it, thus killing themselves. Assume it takes about three rounds to impale oneself on the spear from a general fighting distance. You can make being impaled lethal (perhaps a save vs death for the final round?) or just make it do maximum weapon damage each round they keep walking into it.

Love Point has a second ability. Whoever routinely feeds it their blood will be considered its "owner". As long as you are Love Point's owner, you are immune to mind effecting spells, and you can summon the spear to fly into your hand from a distance. However, if enough attacks are done against an enemy, it may "switch" ownership, thus making you vulnerable to having the spear taken.

[3] Fiendish Point - 1d10+2
Spearhead is a bright red metal, forged from unusual alloys. It was (probably) forged in hell. The weapon is immune to melting and corrosion, and its head is always warm to the touch.

Once per encounter/turn, the Fiendish Point can charge up a blast of flame and release it at a target you are pointing the spear at. This flame blast deals 1d6+2 damage, and can be fired at throwing range.

Once per day, the Fiendish Point can charge up a blast of hellish heat- and create an invisible field of super hot air. The heat is enough to fill 6 squares/hexes/equivalent in sq ft of space in any shape the caster desires, as long as they are all touching. Anyone standing in the heat loses -2 to their To-Hit and Damage from the sweat and fatigue. Any ice effects like weapons made of ice or people frozen in ice are thawed out in seconds. Out of combat; the intense heat can be used to dry an entire small campsite after a rain, steam up a sauna, or make a tent totally warm for a full night.

Once per owner, the Fiendish Point can be used to sign a minor magical contract with a devil. The owner of the spear simply needs to tap the butt of the spear on the ground three times, while saying "Let me talk to my lawyer". One soul (especially one as morally dubious as yours) can be exchanged for a few decent things, like seven years of good luck, a hearty sum of gold, or another magic item, but don't kid yourself. If you ask to rule the world in exchange for your soul or something the devil will just take the spear away and give it to some other sap.

[4] Walking-Spear - 1d8+1
This spear's dull end can be tapped on the ground to click and hide the spearhead into the shaft, giving it the appearance of a simple, sanded walking stick. This also allows it to be carried as a stealth weapon.

The first day you are in a new place, you get +4 to hit with this spear. For this definition, a new "place" is a general geographical area or locale with at least some size. So your "first day in a new town" or "first time explored the caves" would count, but not first time stepping into a building or wing of a dungeon, for example.

[5] Rainbow's End - 1d6+1
The entire spear looks like it is made of a slightly blue-tinted glass made from a single piece. The spear is just as deadly as any other, and no less durable then a normal spear, but anything that would break a spear or if a corrosive weapon effect is applied this spear would shatter in a million pieces and be lost for good.

The inside of this glass spear is hollow and within is a swirling pillar of colors. Once per day, the spear can be activated by its user to cast Color Spray, OR it can be used to create a single "wall" color from the spell Prismatic Wall shaped by the user in front of them. For both, the "caster level" of the effect is equal to the user's To-Hit bonus with melee weapons. This weapon recharges by being left out in the sun for a bright, sunny day.

[6] Horse - 1d6+2
Standard, dependable looking spear. Tassel wrapped around the head made of a horse's tail hair. If you tuck it between your legs, and pantomime running with it, it will fly a few feet off the ground- like a limited flying broom. If you try to ram the spear into something while riding on it it deals 2d6+2 damage on impact but sends you flying over top of your target because you forgot that you're not actually strapped in to anything.

[7] Taboo - 1d8+1
This spear has a shorter then average shaft, wrapped in purple cloth. It smells lightly of flowers. If you hold the spear's shaft in your mouth horizontally, no spell cast by a spellcaster can effect you. The moment you remove the spear from your mouth, every spell cast on you takes effect at once.

While this power means you can essentially become immune to magic, you can't talk (and cast your own spells), eat, or pass through small passages as the spear would get blocked. You also obviously can't attack with the spear, unless if you spin around and just barely scratch people around you- 1 damage at the most for an "attack" made this way unless you're a freaky martial artist master.

[8] Master & Apprentice - 1d10+2 & 1d6+1
This magic spear is actually two spears. They look identical; dark grain wood with shining silver heads, but one spear is significantly shorter then the other and has a head that is slightly smaller and less imposing then the first. The two spears are inextricably linked, and will always find themselves back together again once separated.

If you are holding the Master's spear, you have the more powerful of the two spears. You gain the power of a random Blade Art, which changes each time you draw the spear to a point at a foe. However, you have the burden of an apprentice. Each time the character armed with the Apprentice spear takes damage, you get 1 shame token. These shame tokens force you to drop the spear when you reach a number of shame tokens equal to or greater then your To-Hit bonus from your class and character's abilities.

If you are holding the Apprentice's spear, you gain the guidance of the master, and the flexibility of the apprentice. You can, once per round, strike at the same target that the Master's spear has successfully hit- you will automatically hit the target on the same roll or better on a d20 as the Master's spear hit the target. Your spear is also shorter, and thus better used in tight spaces.

The spears don't technically have to be used by two different people.

[9] Moon End - 1d12+1
Barely qualifies as a spear, as the long wave on its head makes it almost a polearm, but is still primarily a thrusting weapon. Whenever you miss a target with this spear, the edge of the moon-blade will still cut them with supernatural force, dealing 1d4 damage.

Additionally, this spear has the power to control darkness. You can cast Darkness once per day, or extinguish a single light source. While holding the spear, you have dark vision out to 20 feet. Your eyes glow a pale silver-blue.

[10] Uladide - 1d8+2
Named by the elf grand-master who once wielded it, this legendary grand weapon is of no small renown. It is made of a pale white-gold metal, with gold leaf designs flowing up the end of the shaft and "blooming" into the blade like an opening flower. The shaft itself is made of some kind of jade-metal-wood material that is flexible and strong. You could use this spear to pole vault over gaps, for instance, or use it to stop a ceiling-trap from collapsing down on a room a moment, though eventually it will be bucked loose from getting bent too far, it won't break from such rough treatment.

Firstly, this spear grants an extra spell slot to anyone who has mastered it. If you meditate with the spear during downtime, you can prepare an extra spell, the magical energies of the spear mingling with your own.

Second, Uladide is a thing of beauty, and a work of art. It invisibly guides its user to flow and to pose dynamically, creating an entrancing effect. Those of 1 HD or less cannot move or attack if they see Uladide in action; they are entranced by its motion, its shine, and its magical power. Essentially; stun everyone of 1 HD or less who is in the battle with Uladide. Those allied to the user of the spear are not immune, but can get a saving throw to avoid looking at it each round.

Because of its beauty and power, this is an Ego weapon. It will only serve a master who has at least a +4 to hit in combat and can cast 3rd level spells or higher. Or just make it so it will only serve someone who has a HD of 8 and is of Neutral or Lawful alignment. If one does not meet the requirements, using the weapon will cause the spear to bend wildly the first time you try to stab it into something, flopping itself away from you on the ground and being totally useless. Those who try to use a magical ritual or force to master the spear must save vs magic or have their bodies frozen into white stone.

Tuesday, February 23, 2021

10 Flying Swords

Ever since I wrote up the Flying Sword write in the Brigand Woods Encounters, I've loved them. They're a really fun magic item. But the rules need a bit of a touch up.

Flying Sword - +2 Magic Sword
Ego- 7
Stats- Deals 1d8+2 damage, Flight

This is a powerful magic sword. The “Flying Swords” are animated by their own magical force. Beyond being able to use it in your hand, you can also direct the sword with your hand and arm movements. It requires an arm to use, but can be used up to the range of a spear or whip- the sword flies from your hand and attacks a foe at a distance. It uses your to-hit and damage bonus from your character, as you are commanding the sword.

Flying Swords have a powerful ego- only strong warriors can command them. If you are a Fighter of least 7
th level, you can conquer the sword and use it. Otherwise, all attempts to claim the sword will result it animating and attacking you.

If you are level 10 and have a secret technique or +2 Dexterity- you can stand on the flat of the blade and literally fly around on this sword as a vehicle. Or maybe just grip the handle and let the sword pull you around, but that might be a little silly.

10 Flying Swords Table
All of these swords use the above stats. Roll on this table to see exactly what kind of sword you find whenever you run into a Flying Sword.

[1] Purple Tiger
This flying sword has an intentional gap in the blade that can be used as a handle, with purple fabric making it safe to grab. This extra handle means even novices can hang on to it, or use it like a helicopter as it spins up into the air. The handle is made of wood and it has a long, flowing ribbon which curls like a cat's tail in the heat of combat.

[2] Red Blaze
This flying sword is made with a copper alloy, giving it resistance to corrosion and makes it gleam like the setting sun. It's incredibly aggressive- even moreso then normal for a flying sword. While it still obeys its master, it seems like it wants to fight and kill more then even its user intends to. If the warrior loses control of this weapon, it could go on a rampage.

[3] Wise Dragon
This sword has a handle of green leather- made from a wise old green dragon. Water running off this blade sounds like a windchime, it is a beautiful noise and makes this weapon perfect for the warrior mystic- it aides itself to meditation. It is just at home on the back of a hermit as it is in the collection of a wise king. In fact, it would prefer the former.

[4] Ancient's Shortsword
This sword is seemingly made of bronze. Shorter then other flying swords, it has a simple, squat design that makes it more fitting to the ancient world of antiquity. The flat of the blade is painted black with a scene like an a Grecian urn. This sword is also a bit sexist, and much “prefers” to be used by sweaty, oily, bronze-skinned men over women or pretty boy elves.

[5] Cactus Drake
This unusual sword has spikes on the guard, pointing up, and the entire blade and crossguard has been painted green. This sword could be used a bit like a rudimentary swordbreaker, but these spikes seem more for intimidation then anything else. The green paint is flaking away, an unusual geometric pattern is slowly being revealed underneath it. The original sword was something far more mysterious then this green “cactus” sword- was it painted to hide it away?

[6] Tsunami
This sword is famous. It is a shiny blade, with the end curled like a wave, giving the whole blade a sort of ocean and water theme. It is still just as powerful as any flying sword, though obviously it's not quite as good at stabbing. It's just as good flying through the water as the air, though if a person tries to ride it they'll cause a lot of drag. The handle is wrapped in jellyfish leather.

[7] Crossblade
This sword is a straight sword- unusual for the flying swords, who are usually more depicted in the Eastern style. This sword is instead purely crossed shape with right angles, a tapered point, and may well be decorated with European runes. It probably belonged to a high level crusader.

[8] Infernal Dao
This sword is edged along the lower blade, crossguard, and upper handle with decorated material that looks like flesh and stone. There is a single large demonic eye along the cross guard that stares out at all would-be challengers to the holder of this sword. It is quite an intimidating weapon, but lacks any magical effect to scare away weak willed opponents. The rest of the blade is made of a dark steel and the handle itself is bare and unremarkable.

[9] Lightning Raven
This sword is marked with a painted lightning bolt, traveling from the base of the blade in the hilt up to about two thirds the way up the blade's face. The point is bent at a 90 degree angle with the top of the blade itself being flat (like those orc swords from the Lord of the Rings movies) so it gives the sword a brutal look, despite its elegant avian name.

[10] Hole Jian
This sword has four holes, shrinking in size as they travel up the length of the blade. It has been created with magical methods and is supremely strong and durable despite its apparent physical weakness. Even for a flying sword, this Jian is almost weightless and can be balanced on its point to stand straight up or gently placed atop the surface of water without falling in and sinking.

Tuesday, May 12, 2020

8 Magic Pirate-Captain Weapons

[1] Seashell Stunning Sword – Magic Sword +1
Ego- 4
Stats- 1d6+1

This is a magic sword with a seashell as a pommel. The sword is curved somewhat, making it similar to most pirate scimitars. The main power of this sword is in the pommel, with a spell that wraps around the blade. When the tip of the sword is spun around while facing the target, it glows with green energy that builds and builds. For one round of “charging” (making small circles and not attacking), the sword will have +2 to hit with its ranged attack and stun for a round. Every additional round of charging adds +2 to hit and an extra turn of stun. Finally, when the shot is released by pointing at the target, it will fire a projectile that must make a successful ranged to-hit roll with the above bonuses to hit.

The projectile fired by this weapon stuns the target for the number of rounds charged, and could be blocked by a physical object or another creature stepping in the way, etc. This weapon's ego isn't very powerful and will make the sword fly out of the user's hand from a backwards reaction to the energy blast. Also, anyone using this sword without being able to conquer its ego forgets how to swim.

[2] Marooner's Sand – Magic Bag of Sand
Ego- N/A
Stats- 1d3 Damage w/ +4 to hit

This is a bag of fine white sand. It comes from a desert island, where pirates are marooned to die a painful death. This unusual magic “weapon” is used by throwing a handful of sand at an opponent. The sand seeks gaps in armor, curves around shields, and tries to enter the lungs of the target through flying in the air and sand-blasting their skin with minor damage if it cannot find a nose or mouth. While not a powerful weapon, it is difficult to avoid and gets +4 to hit and is essentially impossible to deflect even with advanced blade arts; but could be blown away by wind.

The sand in the bag is technically limited in quantity, but those killed by the sand have their bodies degrade into sand instead of rotten flesh; pirates will sometimes sever a few fingers or toes from a corpse and leave them in the captains quarters to rot into clean, dry sand. Even if the sand is totally emptied from the magic bag, a small pinch of residue left over inside could turn a dead bodypart into a little pile of the stuff to reload it. This weapon is very simple to use and has no curse.

[3] Grand Siren's Comb – Magic Saw +2
Ego- 6
Stats- 1d8+2

This weapon looks like a huge, novelty metal comb made of a strange wavy metal. The tips are razor sharp and the whole thing is awkward to use as a weapon, it must be sliced and dragged across any victims with both hands like a giant sawblade- difficult to use but very powerful. Each slice of the “comb” not only cuts and hurts like hell but also released a small torrent of ocean water from the wound, which includes crabs and starfish the spew out like blood. Any spells or magic that can stop bleeding doesn't work on this spell; the pinkish sea water forces the blood out like a flood.

Because of the weapon's unusual shape and large size, it is considered too difficult for nonfighters to use effectively. Those who cannot suppress its Ego have disadvantage on all attack rolls. If they are dropped into water, the comb also pulls downward towards its mistress and will cause them to save or be drowned by it.

The comb was originally and item belonging to the great mother of all sirens, who has such strength in her magic and song that she attempts to woo Demigods and Immortals into her clutches. Every since this comb was stolen from her, her hair has become knotted, her face speckled with bursting pustules, and her body and appearance frightening. She cannot seduce anyone in this state, but if her comb was returning, soon no Emperor at see would be safe from her beckoning.

[4] Jollypak Kettlecap – Magic Mace +1
Ego- 2
Stats- 1d6+1

This weapon looks like a piece of junk. It's a short wooden haft with an upside down black-iron kettle on the end. The kettle is hollow inside save the wooden shaft, and as such makes a fantastic ringing when struck on a hard surface. The weapon is a blunt instrument and is used to split skulls and break bones rather then cut or pierce.

When this weapon strikes a foe wearing metal armor, the ringing reverberation channels through their body and the user's arm. If the target fails a save, they drop anything the wielder wants them to except what is in their hands. It can force them to drop something out of a belt loop or off their head, snap open a pack's strap and jiggle out an item, or loose a single key from its ring, but it cannot force a man to loosen his hand's grip to remove his weapon or shield.

This item has a weak ego. Anyone attempting to use this without its ego gets -2 to stealth from the kettlecap slamming into everything when they're trying to sneak. Also, the weapon's power doesn't work for them, the vibration only creates noise.

[5] Salty Spear – Magic Spear +2
Ego- 7
Stats- 1d6+2 w/ Salt Blast at 1d2

The Salty Spear is a mildly famous magical artifact. Pirate captains create long rivalries with each other, and the ownership of this spear can pass back and forth across the great pirate captains as they fight to take it from each other. It is infamous for its durability- the spear sharpens its edge, aligns its point, and smooths and bolsters the shaft if left to soak in salt water for some time. It is even more tough then most magic weapons and could be used against stone creatures with little denting.

It appears as a long metal spear, with a white encrusted tip. It has unusual grooves across the bottom of the head where it is connected to the shaft of the spear; if held upside down in water the water will drain into a magic chamber inside the head. This hollow chamber will rapidly evaporate the water over two combat rounds, mist flowing from the edges of the spear. This ability does nothing with fresh water, but for salt water it will leave behind a collection of sea salt inside the spear's head which can be blasted out. The salt blast deals 1d2 damage and blinds enemies for one round if shot in the eyes; they get a save to avoid if they know it's coming. Slugs and snail-like enemies take higher amounts of damage, as the salt burns like acid.

Additionally, if held above water while underwater, the chamber inside the speartip will fill with air instead and can be used underwater to fire a bubble. The bubble deals no damage but will knock away small foes or give a single breath to an ally.

The Salty Spear has a powerful ego that rejects weaker warriors. Those who try to claim the item will find white flecks appearing around their mouth and nose, and a great thirst for water and drink which will not be sated. After three weeks they will die unless they give up the spear and ask for redemption from the God of the Seas for their hubris. Their corpse will appear as though desiccated; as though found on a ghost ship and died on the deck many months ago.

[6] Claws of Korrat – Magic Claws +1
Ego- 3
Stats- Two attacks at 1d4+1

These claws are a pair of metal weapons designed to be held in both fists and strapped around the wrist for extra stability. They are about a foot long, and both claws contain three long prongs, with the middle claw on each hand being bent downwards slightly and made of a different metal.

These magic claws grant two attacks if held in both hands, which is their primary purpose. They are an aggressive and strong weapon, but have a short reach and give the user -2 AC for using fist-claw weapons like this. With a flick of the wrist, the downwards facing middle claw can be snapped downwards, which makes the claws into a two pronged weapon and the third claw falls down to your wrist and down your forearm, thus making a useful tool for blocking sword strikes. Remove the AC penalty while in this mode, but the claws deal -1 damage on a hit from losing a prong.

This weapon has a weak ego. If a warrior cannot conquer them, just grant disadvantage on attack rolls if they try to use both claws in the same round. Otherwise, the weapons function fine if used one at a time. You could also just use one claw and still gain a single attack and the bonus damage while using your other hand to hold a shield or torch and so on. If separated, the claws will click and “shiver” when not being watched, wishing to be rejoined.

[7] Circle of Power – Magic Circlet +2
Ego- 5
Stats- Deals 1d4 damage to attackers, grants +2 AC

This magic circlet is made of a dull red metal. It is decorated as though twisted into thirteen different knots, of which an average sailor will know 6 and a pirate will know 7. The magic in this circlet requires it to be worn on the head, in place of a hat or helmet.

As long as it is worn, this magical circlet deals 1d4 damage to anyone who attacks the wearer, even if they miss their attack roll. In response to any attack, the circlet glows and the person who made the attack feels pain in their head, as though being branded, and also feel a sense of dread and shame. This power works even if the wearer of this circle attacks the person first; counterattacks or martial arts moves that redirect the force of a blow back at the opponent
do not trigger this circle's power.

Additionally, the Circlet grants protection. The aura of this Circle grants +2 AC to its wearer, making them harder to injure. This aura gives the wearer a feeling of authority and magnanimous, where as it invokes a feeling of jealousy in all who behold them. This artifact is therefore considered at least partially cursed; the wearers of this circle will often be attacked by their own crew in mutiny.

The Circle is quite powerful and has a moderate ego; those without the ego to claim this item must make a saving throw every turn they wear it. On a fail, they must take it off and cannot try to wear it again until the next day.

[8] Two-Skull Axe – Magic Hatchet +3
Ego- 8
Stats- 1d6+3

The Two-Skull Axe is made of dark iron and is ridiculously thick on the back. It is a one-blade axe similar to a hatchet, and the flat opposite the edge is huge; it has both an embedded human skull and, just beneath it, the skull of a baboon. Around both skulls is a runic script that curls around them in a figure eight pattern; if read they speak of “what is savage is made civil until it has need for savagery again” and of bestial rage and stories of murder and destruction.

The weapon is quite heavy, and even in the hands of a skill warrior it is difficult to use. You may add your Strength modifier to your Ego score when using this weapon; characters with -1 Strength or worse cannot wield it at all, it is too burdensome to swing around. As with most Axes on pirate ships, it is excellent for boarding ships. This axe is magic and can shred through standard doors, thick oak doors, doors reinforced with banded armor, and can even hack through iron doors with an exploration turn of effort. The user of this axe will sweat and their sweat will smell as the sweat of beasts.

The power of this axe is in its ferocity. Twice per day (once per skull), the user may make an automatically successful attack roll against a foe after another attack; the first attack can miss or hit and they can still make this special attack. The attack comes out of nowhere as the axe twists in the user's hands and flies at the foe with massive speed and a red glow. The two skulls on the back show the uses by having their mouths slightly open in a bestial scream, or closed when it is done. This power has given the axe a reputation for carnage.

This weapon has a powerful ego. Those who cannot handle the ego of this weapon can use it, but revert into an animalistic form; as though regressing back into a savage. Men turn into apes, lizardmen to crocodiles, elves into wolves, and so on. The relation to species does not matter; everyone knows elves are more related to spiders. This transformation is a curse that is slow; even if the axe is taken away, the cursed one will still retain the animal-like traits and lower mental ability permanently; only a remove curse spell or a miracle from the gods can stop it.

Monday, September 16, 2019

Rumblestones

Rumblestones are magic rocks, usually found around mountains and gorges, aligned with the elemental plane of Earth. They store ambient energies which are released when a certain amount of physical motion or impact force strikes them. The more energy they have inside them, the more sensitive they become. Rumblestones are the main cause of avalanches in the mountains; shaking and rumbling when they hear a loud cry causing snow and ice to fall down, burying people alive and destroying villages below.

In terms of their usefulness, Rumblestones have found themselves widely used by the Dwarves. Dwarves have a great fear and respect for the rumblestones due to the fact they can cause cave ins, but also a greed for them as well do to how lucrative even a small amount can be. Large amounts of Rumblestone can be crushed into sand and gravel, left out in long trays, and after they've collected some energy they can be used as a conveyor belt for dwarf smithies- metal objects placed on top of the sand are shook and slowly moved down the tract to the next station.

While many purposes of Rumblestone are industrial or for magical research, even more primitive cultures have found powerful uses for the material. Rumblestones can be found occasionally in a large enough stone that simply tying them to a stick makes a powerful makeshift magic weapon, and in fact many primitive cultures have these as their most powerful magical weapons.

Rumblestone Club – One Handed Magic Mace +1
Ego- 2
Stats- 1d6+1 for a standard sized stone

Glowing stones, knapped and tied into a primitive club weapon. More advanced cultures can use a metal hand and shaft instead, but the damage and stats remain the same. Rumblestones are like normal, heavy rocks except very hard compared to most stone. Additionally, they are infused with Earth magic and let someone using one treat their caster level as 1 higher when casting an Earth magic spell. This weapon has a very weak ego, and those without the spirit to master it are only beset by a 1 in 6 chance to have it 'quake' on them, shaking their arm and throwing off their aim with -2 to hit. This only happens once per combat at maximum.

The weapon deals 1d6+1 damage on a hit, which counts as magic. It can damage anything made of stone, such as rock or marble golems, even though it may technically be an inferior material. When using this weapon to destroy shields or sunder armor, enemies make their saves at -1. Additionally, this damage can rumble apart small stacks of objects like cairn stones or piles of books or bone, the shockwaves traveling through the mass to shake it apart.

Tuesday, July 16, 2019

PoE Item Skins as Magic Items

[1] Arc of Defiance – Magic Bow+1
Ego- 4
Stats- 1d6+1 Damage OR 1d4 “Death” damage

The Arc of Defiance is a shortbow. It's material is a strange, knobbed wood from a far off land, and it is steeped in the energy of deathly magic and malevolence, but also freedom. On a hit, the bow deals either 1d6+1 normal damage with standard arrows OR deals 1d4 Deathly damage when firing specially prepared bone arrows. The deathly damage drains a single level or HD for every 4 points of damage it deals in combat.

The Arc has a significant ego. Those who wield the bow without enough ego are not taught the secrets of creating the bone arrows (which are shown to the owner in dark dreams), and every season of owning the bow they must save or have a level drained. Those who are drained lose weight, become gaunt and skeletal, and prefer dark places and reject any authority for their own barbarism. The ego effects of this weapon are subtle, meaning the bow has a reputation of slowly draining the life out of lesser warriors who cannot master it.

[2] Blood Guard Axe – Magic Axe +2
Ego- 3
Stats- 1d6+2 Damage

This axe's to-hit and damage bonus only apply with the blade covered in blood. You can cut yourself and deal 1d2 damage to activate it, or you can spill the blood of an enemy on your first successful hit in the combat. Blood only stays fresh long enough for a single combat; consider the maximum limit to be one exploration turn until the blood turns cold.

The Blood Guard Axe has the magical ability to control blood. By giving up your combat round, you can swing and motion with the axe to telekinetically control blood, similar to a magical wand. The blood can flow, mix, shoot out in a geyser, form into a flying orb and explode, boil, enter containers, spill and so on. This only applies to liquid blood that has been spilled from a living being, and only fresh blood works. Blood is not very dangerous on its own unless it is diseased or used in combination with another power; the maximum damage you can deal with this power is 1 if you use it cleverly enough to harm someone with it.

The Blood Guard Axe has a moderate ego. Those without the proper ego score are consumed with bloodlust once blood has been spilled on the blade, they must make a saving throw to avoid attacking the nearest living creature with blood. They will also ignore any creature without blood, include enemies monsters that are attacking them, giving those creatures advantage on attacks against the blood guard axe wielder. The ego score of this weapon can also be satisfied by fully bathing this axe in fresh blood for a whole day, upon which it will allow anyone to use it for a week as its thirst has finally been quenched, even if only temporarily.

[3] Devourer Maul – Magic Two-Handed Mace +2
Ego- 2
Stats- 1d10+2 Damage

This powerful weapon has the face of an insatiable beast. Whenever the maul deals a maximum damage roll against a foe of human size or less, it can “eat” them. The target must make a saving throw, and on a failure is swallowed. The maul has a pocket dimension where what it eats goes, an otherworldly space where the air itself is acidic and quickly digests anything within, dealing 1d6 acid damage per round. Being and objects immune to acid take half damage instead; the otherworldly digestion breaks down material in a much more insidious way.

Once someone is consumed by the maul, the only hope for escape is an outside force. The maul can be made to “burp up” anything within if slapped on the back of the head as though burping a baby, which has a 1 in 3 chance to work, and obviously requires you to get your hands on the maul from whoever is weilding it. The other method is to make the maul “eat” a large amount of foul material, such as making several attack rolls against putrid zombies or sticking the “face” of the maul under sewer water for several rounds. Upon vomitting, everything the maul has eaten that hasn't been totally digested.

Additionally, upon a successful killing blow, the devourer maul can “eat” the slain foe, which quickly consumes the corpse in its pocket dimension over the course of 3 combat rounds, making easy revival impossible.

The Maul has a weak ego, as all it cares about is consuming its prey. Anyone who cannot master the maul leaves themselves open on a failed attack roll from being unable to handle its hefty, unbalanced weight; giving them -2 AC on a miss or losing their initiative.

[4] Ivory Steel – Magic Shfting Weapon +1
Ego- 6
Stats- 1d4+1 to 1d8+1 Damage

Without a true form, this weapon can transform into whatever the wielder wishes. While it usually defaults to the form of a one handed sword when unclaimed, the Fighter who claims this steel can make it fold, bend, twist, and morph into whatever basic weapon they want. It can change fast enough that you can make an attack with it each round, switching forms before you attack to adapt to the situation. The weapon also gains the damage die of whatever size of weapon you change it into, so forming it into a dagger will deal 1d4+1 damage, swords and spears go to 1d6+1 and it can go up to a 1d8+1 damage in the form of a huge battleaxe, sledgehammer, or greatsword.

As with all magic weapons, the Ivory Steel has a resistance to being destroyed by magic. But this particular weapon takes it a step further. When struck with a magical spell to destroy the blade, the caster of the spell must make a saving throw. On a failure, the ivory energy around this metal flies at the magic user, and binds around their hands, making them unable to cast spells for 1d4 combat rounds. During this time, the user of the weapon cannot make it shift into new forms, but can freely call back the ivory energy if they spent their combat round waving the blade to beckon the energy's return.

With a powerful ego, the Ivory Steel prevents lesser warriors from using it. Those who attempt to use it find that their damage is rolled twice and the lowest it taken, the blade shifting into dull or lightweight, hollow heads for clubs and maces right before impact. If an unworthy warrior continues to try and use it, the weapon will shift into ivory chains, as unbreakable as the sword itself, clamping around their hands and binding them. This will continue until a master thief picks the lock, or until a proper warrior takes the chains as a weapon for himself.

[5] Thundering-Tempest Shield – Magic Shield +2
Ego- 3 / Special
Stats- Add +2 AC when equipped. Shield bash deals 1d6 Shock damage.

This unique shield is made of thaumaturgical workings and technology, and as such it has no drive or ego of its own and can be used by anyone, despite its magical powers. However, those who do not have the Ego of a 3rd level Fighter will still be harmed by this weapon if they do not possess at least +1 Strength and +1 Intelligence in modifiers or better. This is because the shield is quite heavy and without the smarts to use its powers properly it is just as likely to discharge on the user as a foe.

This shield acts as a normal enhanced shield, granting +2 AC. It can also bash targets and releases an electrical blast on them, dealing 1d6 Shock damage, and can be used as a weapon in this way. However it has another ability- when the holder of the shield is struck by an electric spell or breath attack, the damage is halved and the shield becomes charged up. While charged, the shield can release the damage stored (½ the original source of damage) as a cone blast of lightning in front of the shield user. Targets wearing heavy metal armor do not get a save to avoid this damage, but those without too much conductive material do get a save to avoid it.

[6] Siren's Spear – Magic Spear +1
Ego- 7
Stats- 1d6+1 Damage. Water blast at 1d3.

Empowered with water magic, the rushing of the waves, and the song of a siren this spear has enchanted many both to wield it and to be killed by it. With its impressive Ego, this weapon drives those unworthy who claim it to their doom like the song of a siren. Anyone without the necessary Ego score to wield this weapon will see phantoms of beautiful women, piles of treasure, potions of immortality or anything else they desire just out of reach. If they try to follow this phantom it will lead to their death by luring them over a cliff or a trap, or into the arms of waiting monsters. As such, the spear has a reputation to be cursed by those unworthy to use it.

For those who can use the spear's power however, it is quite a potent magical item. Firstly, the prongs on the end of the weapon can be struck to create wonderful music that entices people to follow it, requiring a saving throw or morale check to resist. This spell is broken if the holder of the spear attacks them, or if they know who the wielder is and refuse to follow. Secondly, the spear can be thrust to create a blast of magical water which deals 1d3 damage on a successful ranged to-hit roll. This power is technically unlimited, but deals no damage against aquatic creatures. Finally, those who wield the spear can once per day mask their appearance in a glamour. The glamour can make them appear as a different person, a different race, armored or unarmored, rich or poor, and so on just from the disguise. Attacking or casting any kind of spell will break the enchantment early, otherwise it lasts up to an hour.

[7] Hell Arrows – Magic Arrows +3
Ego- 5
Stats- Use bow damage +3 Fire Damage.

Flaming Arrows forged in the underworld. Beyond both being enchanted with fire magic, they are also steeped in demonic energies. The bolts hiss and scream when they are released. Since these are arrows, they use the stats of the bow or crossbow an add an additional damage modifier for the attack. While normally used with bows, there are some bolt variants for crossbow legions of hell's armies as well.

Hell Arrows have a moderately strong Ego. When fired by an unworthy warrior, the arrows may hang in the air instead and demand that they commit a minor sin, or promise to commit one in exchange for striking the foe of the archer. Additionally; any Clerics can attempt to Turn Evil on these arrows as they fly, which will deflect them away. Treat the HD of the Arrows as their Ego for this calculation.

[8] Bladed Mind – Magic Helmet/Weapons +2
Ego- 9
Stats- Two Blade Projections at 1d6+2, Defense-Spike Projections at 1d4+2

This incredibly powerful weapon is not a weapon at all; it appears as a strange helmet. This magical item is heavily cursed. By placing it on your head, it deals 1d50 damage to you. If this does not kill you, keep track of the number. The weapon deals that amount again times two if you take the helmet off. This means that characters can easily become trapped inside the helmet, as the damage they would take to remove it would kill them.

The Ego score of this weapon is intense. Anyone without a strong enough ego must make a saving throw to attempt to put the helmet on. If an unwise person places it on their head, they take 1d100 damage upon donning the helmet and will instantly die if they attempt to take it off. They still take double this damage if they manage to grow their ego to accommodate this weapon (ie; they level up with the helmet on), so it is still easily possible to get trapped even if they don't die from donning it. Those who wear the helmet without the proper Ego score must also make a saving throw whenever they attempt to use it, else they take 1d4+2 from the defense spike stabbing themselves. Bladed-Mind wearers without at least 9 Ego don't last long.

The Bladed Mind is quite powerful. It allows the user to project daggers or sword blades from thin air, appearing out of nothing to stab and slash at their foes. It grants two attacks a round as blade projections, and the user can still use whatever weapons they wish in their hands, but the helmet does obscure their vision. Instead, they see through the steel around them. Anyone attempting to grapple the wearer of the helmet must make a saving throw or be rebuked by a Defense-Spike Projection, which erupts from the wearer's body and deals 1 damage to the wearer anyway. This defense spike also works on those that are attempting to use mind effecting magic or telekinetically remove the helmet from its wearer; the spike comes from the nearest solid object and stabs them in the foot or side, dealing its normal 1d4+2 damage.

Saturday, November 3, 2018

The Spear of Secrets

The Spear of Secrets – Greater Magic Spear
Ego- 8
Damage- 1d8 + 3

The Spear of Secrets is a magical spear. It is much more powerful then most weapons; giving it a +3 to both to hit and damage. The long face of its tip is painted with purple runes, its shaft made of a lightweight silver-ish metal.

Every round you do not make a direct attack with the Spear, you begin to fade. If you get multiple attacks, giving up an attack lets you fade one stage. You also get to begin fading or continue to fade by doing a “fighting retreat” or a defensive fighting option, or when you bark orders to others or reposition yourself as it doesn't count for an attack. If you get a surprise round this combat, you can use it to fade all the way.

The first time you fade, you are considered 50% faded. Fade is similar to invisibility, but having some elements of become quieter, less physically present, lightweight, and even more forgettable. At 50% fade, enemies get -2 to hit against you as though you were in dim light against people without darkvision, and this is further compounded if you are actually in a hard to see environment. You also get +2 to saves against Area of Effect spells and attacks. The second time you fade, you are 90% faded, and almost impossible to see. Attacking now would count as attacking from stealth. Nobody can attack you directly unless they guess where you are, or you are covered in something like snow or blood that marks your location- also, methods to see the invisible work on you here, despite you still seeming a bit incomplete or transparent. You are ethereal enough to only take 1 damage from regular weapons and attacks; only magic weapons can harm you worse then this. You are also considered to automatically succeed on saving throws vs area of effect spells or attacks, walking right through walls of flames and ignoring inclement manifestations.

If you fade for three rounds in a row; you are considered 100% faded. When this happens; you are essentially intangible to attacks and creatures and can move through them- you could step directly into a sword swing or the path of an arrow- there is a 1 in 20 chance for it to hit you if you are truly overwhelmed in your position, such as standing in front of a barrage of arrow fire. You are also so lightweight that you can walk on branches and water freely, and with giving no indication you are there, and make great leaps to higher places or on flying mounts to reach their warriors, though you cannot truly fly in this form. Things like snow or dust or paint don't stick to you anymore either, you lack the physical form, so there is no way to spot you. You are considered 90% invisible against those with true sight or forms of extrasensory abilities. You can essentially get anywhere on the battlefield once you are fully faded, and can reappear when you choose where you choose- people will also lose all track of your movements and be unable to predict where you are headed, somewhat due to forgetting you were there and faded away. This grants you a free, automatic hitting attack when you decide to reappear. You could also just to reappear in a dramatic place or pose anyway, such as with your knife against the enemy's throat, to threaten them.

This weapon has an extremely strong ego; it can only be wielded by high level fighters. Level 8 fighters can wield this weapon without Charisma modifiers. Rogues of 10th level (count as being able to use 5 Ego weapons and below) could only wield this weapon if they had a positive Charisma modifier along with other bonuses; such as secret destinies or special items that reduced the Ego of other items. Anyone who tries to use this weapon without being able to match the Ego will find themselves fully fading in three rounds, with the weapon dropping to the ground. The person will reappear confused and disoriented up to 1d4 hours later, some distance away from where they tried to use the spear. People with a lesser Ego could still hold or carry the spear, but will find it fading away over the years as it attempts to find a more powerful master.

This weapon has another power; the whispering. While it works better with those who can beat the Ego, the weapon always does this in quiet places and at night. The weapon whispers softly to whoever it holding it; hinting at secrets. You have a 1 in 6 chance to hear something useful related to whatever you're meditating on.

Finally; even those who beat the impressive Ego of this weapon it still has side effects. The longer one holds, fights with, and uses this weapon, the more they fade permanently. For the first 5 years, there is no negative effects. Each year after, the holder of the weapon fades by 1d4%. This kind of fading makes them slightly less physically substantial, and while not being noticeable for a while, they will eventually become specter like and mildly intangible, only able to be fully physically present after eating a large meal or with some concentrated effort. The shade will also become less memorable to people, their name passing more and more into legend, even if they were famous. Eventually; the person ceases to be on this realm, instead working in some sort of abstract space, becoming a full shade that only appears rarely on the physical world to some inscrutable end. They will fully appear to perform one action or to alter the course of history, and then fade into nothing before your eyes.

Monday, August 27, 2018

The Sapphire Stick

The Sapphire Stick
Ego- 4; Magic Classes
Damage- N/A

The Sapphire Stick is a magic wand. Unlike most other magic items; it's Ego score is determined by magic using classes instead of martial ones; full casters get +1 to this Ego score per level, half casters get +1 every 2 levels, and non-casting classes get no Ego. The wand itself is a short, slightly curved wand made of a strange bright blue material. It hums with ambient magic, especially whenever it is flicked around or struck or knocked from the hand, etc.

The Sapphire Stick is a wand that channels the power of the Sacred Sapphire. Spells cast from the wand get +2 to their spell rolls, healing value, and reduce enemy saves by -2. The Sapphire Stick does not boost damage rolls from spells; it's magic is more based on protection and restoration.

The Ego score of this magic implement means it wants to serve a magic user of great power; but this can be suspended by a good hearted person. Often apprentice or weak magic users with good and pure hearts will find themselves with the stick, regardless of their skill in magic. Powerful magic users with evil intentions or selfish motivations will find the stick quickly abandoning them. Those who try to use the stick's magic to take an innocent life find the spell instantly fails and backfires on them instead; make a hard save or else the person turns into a sapphire crystalline statue frozen in place; a state which can only be ended by a powerful spell or the machinations of the frozen creatures over many years of plotting. This effect can also be done on a killing blow with a spell versus an enemy while wielding the stick instead of ending their life.

Wednesday, July 4, 2018

The Gestalt Gladius

The Gestalt Gladius- Magic Short Sword
Ego- 2
Damage- 1d6 or class damage

This magic iron Gladius shines with an unusual orange glow when being used in combat or meditation. When fully “ignited”, it burns with a harmless, bright orange flame. The blade itself is reflective and makes the magical glow stand out even more. The handle of the sword is wrapped in a red fabric, which appears to have been added after the original handle was damaged or destroyed.

The Gladius does not seem especially powerful at first, until its user meditates with it. Once claimed, a single exploration turn of meditation can allow the user of the weapon to attune it to any stat of the users choosing. The chosen stat of the user is then what the weapon uses to determine its bonus to hit and damage. For example, a very focused, bright man with a weak sword arm could attune the Gladius to his mind and Intelligence modifier instead of using his brute Strength.

Additionally; whenever the Gladius slays a foe of at least 1 HD in combat, it “ignites”, which increases the user's attuned stat by +1 for 3 combat rounds as long as they hold the blade. This means someone using the Gladius and attuning it to their speed would become even faster and gain the normal bonus to AC from having an improved Dexterity modifier of +1 to their current modifier. Additional kills after the first just restart the timer, extending the duration.

The Gladius has a weak Ego. Even so, it doesn't abide by weaklings. Anyone who doesn't meet the Ego score of the weapon can still use, attune, and ignite the blade through killing, but on any attack roll of 1 the Gladius will switch its attuned modifier to the user's LOWEST stat instead.

Thursday, May 31, 2018

ASU- Combat

Last time I wrote about my homebrew ASU I gave the overly story game, narrative version of the combat system. While I'm still a fan of it I also have come to appreciate numerical systems of combat more, and can understand why many would want a more structured game. For both myself and others, I have an alternate set of rules for my basic rule system that works a little better for a tabletop game.

Combat Rules
Every round, each character must roll their class HD as their initiative dice. Higher numbers go first. If they roll a 6 or higher, they get advantage on their attack roll. If they roll a 10 or higher, they can either choose to deal double damage on their attack if they hit OR attack two separate enemies. Sages use d6, Rogues use d8, and Fighters use d10 for their combat dice.

To hit, roll 1d20 vs target's AC. Enemies have a base AC of 10 + modifiers from the creature itself, environmental elements like darkness, and fear or morale penalties. AC above 16 is meant to be very rare to avoid fights taking too long. On a hit, you roll your class die for damage. Sages deal 1d6 damage with all weapons, Rogues 1d8, and Fighters 1d10. You can only roll damage like this if you are armed with a real, functional weapon. Broken or improvised weapons may deal reduced damage, and unarmed attacks may deal only 1 damage or no damage at all. Weapons can be differentiated by weapon training, or by using the fiction. Skeletons still can't be hurt by arrows and such. Two handed weapons get to roll your damage die twice and taking the bigger result.

Hit Dice Rules
Characters roll their class HD at 1st level and once every level after. Your minimum starting HP is 2, so if you roll a 1 you count it as a 2 instead for first level only. For every point of Constitution modifier, you roll additional hit dice each level and take the highest for positive or lowest for negative. This incentives players to consider playing as a Fighter if they roll high constitution as opposed to a Wizard in traditional D&D, as they will get much more out of that swingy d10 and take highest then much smaller range of the Sage's d6.

Monsters also use HD. Creatures with 10 HD are considered the most powerful, as the players cap at level 10. Monsters also use their number of HD as their initiative, meaning a highly powerful monster gets to go first more often. Some monsters break this rule, very fast creatures may be able to always go first or very slow creatures may always go last regardless of their HD. If a player exploits a monster's weakness or uses a hex to lower its HD temporarily, this would also lower its initiative and other tacked-on features of high HD, such as resistance to spells and so on.

Armor Rules
Each class has a maximum AC. Sages have 12, Rogues 14, and Fighters 16. Each piece of armor, dexterity bonus, weapon specialization bonus, and magical bonuses count towards but cannot exceed this limit. This means a very dexterous Fighter highly trained with parrying swords could wear no armor but yet have maximum AC, and a Sage could reach their maximum AC by just putting on gloves and a helmet.

There is also no class based armor restrictions; Sages can wear heavy metal plates if they choose, but their AC is still capped at 12 and each point of AC gained from heavy armor gives -1 to combat saves, so they will opt for something like a gambeson instead. This system does allow more freedom for characters overall; as an MU can now totally wear the metal skullcap that lets him see invisible creatures and, if it gives him maximum AC, can just wear robes for the rest of his outfit.

Ego Weapons
Magic weapons can seemingly have a mind of their own. They demand to be wielded by powerful warriors, and those without the skill or power to use them will be betrayed. Magic weapons have an Ego score which is the minimum point total the user must have to avoid being negatively impacted by the weapon or to avoid waking up one morning with the weapon vanished to find a worthy master.

Ego points are calculated by the user's class and charisma modifier. Each level as a Fighter class get +1 ego point, half fighters get +½ point per level, and non-fighting classes get no points. Each positive point of charisma modifier counts as +1 Ego point. If you meet the weapon's Ego score, you will not receive the negative impacts of the weapon or be betrayed by it when you need it most. If you have double the weapon's Ego score it may be imprinted on you and attempt to return to your if stolen, or cause its negative effect to happen on your aggressive if they try to turn it upon you.

Tuesday, May 29, 2018

Saltbite

This magic axe was found on the body of a northerner, half mummified in the snow while his skeletal legs stuck out. His fingers still gripped its blade, as though keeping it warm even in death. Saltbite is an axe known to feed off the power's of the cold wind and is at home in the frozen parts of the world. It tends to end up in the hands of rugged outdoorsmen, moose-people, and other beings it respects.

Saltbite- Magic Axe +2
Ego- 4
Damage- 1d10+2 or class damage+2

Saltbite is a magic axe with a hefty metal ring halfway up its shaft, a long edge with an iron “icicle” forged into the weapon, and a mystical rune representing the mountains and the winter on the face. There is also a filled in spiral on the bottom of the shaft, which represents the eternal winter.

As a weapon, Saltbite is powerful axe that deals bonus damage. It can also absorb the cold, and when left to rest buried in ice or snow it gains the power to evoke +1d6 forst damage on a successful hit the user wishes. This charge can also be spent to slam the axe into the ground to create a crevasse in ice or snowy lands, which require a save or fall into the chasm and probably die.

Saltbite has a strong ego. If the user does not meet the Ego level of the weapon, then its frozen powers will turn on them instead. Over the course of a day, the holder of the axe will find their main arm slowly freezing, which will only end if they give it over to someone who can control its power. Having a frozen arm means you cannot attack or use that arm, and will need to warm it up by a fire or let it thaw out in a tropical area. Additionally, if the power of the crevasse is used by a warrior without the necessary ego; the holder of the axe must make the same save as the victim.