Major Weapons

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Judging__Eagle
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Re: Major Weapons

Post by Judging__Eagle »

If you kill Orcus, you are now Orcus and have to worry about his former concerns.

You get his scepter, congratulations, you now have to kill a bunch of PCs that just killed the Orcus before you and want to do the same to you; maybe.

There are ways to make it impossible for PCs to get truly unique items.

PCs can't get Mjolnir afterall.
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Maxus
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Re: Major Weapons

Post by Maxus »

I wasn't talking about Orcus' scepter. I was speaking about the personification of Death in a book series, and the sword he wears to be used on royalty (because they outrank the scythe).

Anyway. Death is sorta in an other category than gods and demon lords and what have you. *Nothing* works on him. It's not like you'd even be able to attack him anyway, because he only shows up right before the moment of death, swings the scythe at the right moment, lets you know you're dead, and then leaves to go on the the next person.

Not that he shows up for everyone.

If you run into him

1) You're dead
2) You'll begin a long trip in a minute or two
3) It's highly unlikely you'd retain enough clarity of purpose in that couple of minutes, because you'll be busy coping with being dead and worrying about what comes next.

Really, the most you could do is confuse him by breaking the usual script or inspire a momentary never-ceases-to-amaze-me feeling if you're unusually focused on something other than being dead.

The statement about Death's Sword was not intended as a broad generalization about the ability to wrest hyper-powered weapons from their rightful owners. It's a statement about how unlikely it is that you'll be able to get Death to part with his sword or scythe, and the game-changing effects if something like that did happen.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Aktariel
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Re: Major Weapons

Post by Aktariel »

Anyone have any other ideas for any cool unique high level weapons??

I'm fresh out.
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HiQKid2
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Re: Major Weapons

Post by HiQKid2 »

Well, I was inspired.

Not sure how balanced these are, and I haven't bothered to price them. Suggestions are appreciated.

God-Kicking Boots (Light)
These finely crafted boots often come in pairs. While not designed to actually attack true gods (As the name suggests), they do prove useful against creatures whom lesser mortals would consider gods.

For the purposes of proficiency, this counts as a gauntlet.
Reach: 5
Damage: As the Unarmed Damage of a Monk of your Character Level
Critical Hit: 19-20 x3

Special:
The God-Kicking Boots can affect immaterial creatures as though they possessed the ghost touch property and ignore the first 5 points of any damage reduction.

On a critical hit, creatures not native to the current plane is affected by a Dismissal spell as cast by a Sorcerer of your character level, except the save DC is (10 + ½ Character Level + Strength Mod).

Grand Goremaul (Two-Handed)
This oversized war hammer is a necromantic creation made of semi-solid blood attached to a handle of bone and flesh. It calls to the blood of those it strikes, and carries with it disease.

Proficiency with any kind of hammer provides proficiency with this, likewise Weapon Focus etc.
Reach: 10'
Damage: 1d6 bludgeoning and 1d6 negative energy per four levels + 1 Constitution Damage.
Critical Hits: 19-20 x3

Special:
A Grand Goremaul gives you the ability to Rebuke Undead once per day as a Cleric of your Character Level -3.

On a critical hit, a Living target must save or be affected by Mummy Rot.

Divine Reflector (One-Handed)
This oversized, razor-edged shield blurs and burns with holy (or unholy) light. They are well suited to both offense and defense, and are preferred by clerics and other divine casters.
Creatures proficient with large shields are proficient with Divine Reflectors.
Damage: 1d6 bludgeoning per 2 levels.
Reach: 5'
Critical: 20 x3

Special:
Divine Reflectors count as large shields for the purposes of defense. Shield Bashing with the shield does damage as above, and does not negate the shields bonus to ac.

Whenever you could make an attack, in place of that attack you may designate a “Parry Attempt”. Any time before the beginning of your next turn, you may make an attack roll with the Divine Reflector and use the roll result in place of your AC against a single attack.

Divine Spellcasters can, as an immediate action, expend one prepared spell or available spell slot to imbue the Divine Reflector with energy. Doing so grants a bonus to attack or ac on a single attack (Made by or against the spellcaster, respectively) equal to the sacrificed spell’s level. This ability affects a single attack made by or targeting the wielder.

Giant Rosary (Two-Handed)
Giant Rosaries are weapons designed to crush undead, often used by paladins and clerics. Those who use them tend to follow the creed of “Disarm and Dismantle”, which means to render the opponent’s offense ineffective (Through Tripping, Disarmament, Sundering, and similar methods) before destroying them.

Counts as a spiked chain for proficiency.
Damage: 1d6 bludgeoning per 2 levels.
Reach: 5-10', actually threatens.
Critical: 19-20 x2

Special:
Giant Rosaries can be used to trip and disarm as a spiked chain.

In the hands of a character who can cast spells, Giant Rosaries have a threat range of 17-20/x2.

Giant Rosaries deal an extra 1d6 points of damage to Undead creatures, and can be used to sneak attack or critical hit an Undead. Giant Rosaries also affect immaterial creatures as though they possessed the ghost touch property.
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JonSetanta
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Re: Major Weapons

Post by JonSetanta »

I want those boots so bad...

And was that "giant rosary" inspired by the Okami game, or some freaky Catholic or Buddhist?
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Surgo
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Re: Major Weapons

Post by Surgo »

I don't get the save on the Grand Goremaul. Wounding doesn't require a save, and the weapon itself isn't even that strong that it needs to require one.
HiQKid2
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Re: Major Weapons

Post by HiQKid2 »

I had completly forgotten about the wounding property. In light of that, I agree about no save. It's been edited to reflect that.

And Okami is the source for the rosary (And the reflector).
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Re: Major Weapons

Post by shirak »

HiQKid2 at [unixtime wrote:1200803999[/unixtime]]
God-Kicking Boots (Light)

Grand Goremaul (Two-Handed)


Stealing from Exalted much? :nonono:


Maxus, you do realize than in Pratchett canon the sword of Death was stolen by a mortal? IIRC the scythe was taken too. The main defense that Death has against people mucking about with the status quo seems to be his willingness to send Susan after whoever did it. Not that this is not effective mind you.
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Re: Major Weapons

Post by HiQKid2 »

shirak at [unixtime wrote:1200914858[/unixtime]]
HiQKid2 at [unixtime wrote:1200803999[/unixtime]]
God-Kicking Boots (Light)

Grand Goremaul (Two-Handed)


Stealing from Exalted much? :nonono:


You say that like it's a bad thing.
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Re: Major Weapons

Post by shirak »

HiQKid2 at [unixtime wrote:1200947327[/unixtime]]You say that like it's a bad thing.


I'd rather have you come up with new awesome ideas instead of old awesome ideas.
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angelfromanotherpin
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Re: Major Weapons

Post by angelfromanotherpin »

I'm not much on mechanics, but idea-wise:

• Amphisbaena: A snake with a head at each end that's wielded as a living poisonous spiked chain. Maybe the heads can spit venom or bite people's footprints to damage them.
• Usik: Sacred walrus pubic bone, a greatclub that also Charms and/or Confuses enemies. Maybe summons appropriately badass walrus?
• Breath of the Forge: A set of long bellows with a sharpened nozzle, wielded as a longspear, also produces wind effects (possibly cloud effects, possibly armor/weapon crafting effects?).
• Vulcan's Candle: An everburning candle that flares into a blade made of flame. Maybe both ends flare like Maul's sabre. Probably spits fire-effects too.
• Dagger of Betrayal: A dagger that cuts the ties between allies.

If anyone wants to work those up, I can probably keep going for a while
HiQKid2
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Re: Major Weapons

Post by HiQKid2 »

shirak at [unixtime wrote:1201007842[/unixtime]]
HiQKid2 at [unixtime wrote:1200947327[/unixtime]]You say that like it's a bad thing.


I'd rather have you come up with new awesome ideas instead of old awesome ideas.


You are right there. One step at a time, though.
Surgo
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Re: Major Weapons

Post by Surgo »

I don't know about anybody else, but I'd feel pretty weird fighting with a walrus's pubic bone.
Aktariel
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Re: Major Weapons

Post by Aktariel »

Seconded on the pubic bone bit. Oh, and the dagger of betrayal is... very mechanically unpleasant.

That being said:

Vulcan's Candle (One Handed/Two Handed)
It's a candle. With a flame you can't blow out. Sometimes, it has two flames. One on each end.

Counts as a rod or a sword or a two-bladed sword or really anything you want for proficiency. It's special. It tells you how to wield it.
Damage: 4d6 slashing + 1d6 per 2 character levels fire damage / same
Reach: 5'
Critical: 18-20 x3 (<--- magically pointy and sharp and goodness like that.)

Special:
1) casts light as a continual flame spell, with a radius of 40 ft. Yes, you have to put it in a bag to put it out. No, it doesn't actually burn, so water and the like don't harm it.

2) Upon command (a free action), Vulcan's Candle forms a "sword blade" composed of arcane fire. If you really want, you can have it take the form of a two bladed sword. If you really want, you can cut the damn thing in half and have two weapons.

3 As a standard action, you may command Vulcan's Candle to release a scorching ray as a supernatural effect with a caster level equal to your character level, and a save DC based on Dexterity.




I was thinking about it having a permanent daylight spell... didn't want to make it too powerful. Also, maybe something about firing a ray of fire...?
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angelfromanotherpin
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Re: Major Weapons

Post by angelfromanotherpin »

Surgo at [unixtime wrote:1201036972[/unixtime]]I don't know about anybody else, but I'd feel pretty weird fighting with a walrus's pubic bone.


Yes, beating people to death with a walrus prick can make one feel awkward, but it's a weapon (and fertility symbol) with a rich legendary background in Inuit culture.

Aktariel wrote:Oh, and the dagger of betrayal is... very mechanically unpleasant.


Really? I pictured it as a fairly weak enchantment effect, where when you cut an enemy, there's a Will save with the consequence that his nearest buddy isn't his buddy anymore, and will probably withdraw from the fight unless he has an independent reason to be there. Sort of like an inverse Charm Person. I also pictured a tactical effect where you attack a square between two buddies to force the save. Those don't seem that mechanically unpleasant.

Aktariel wrote:Also, maybe something about firing a ray of fire...?


It should definitely be able to spit flame like a roman candle. Whether that does combat-worthy damage or just starts fires at a distance is an open question.
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Prak
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Re: Major Weapons

Post by Prak »

HiQKid2 at [unixtime wrote:1200803999[/unixtime]]God-Kicking Boots (Light)
These finely crafted boots often come in pairs. While not designed to actually attack true gods (As the name suggests), they do prove useful against creatures whom lesser mortals would consider gods.

For the purposes of proficiency, this counts as a gauntlet.
Reach: 5
Damage: As the Unarmed Damage of a Monk of your Character Level
Critical Hit: 19-20 x3

Special:
The God-Kicking Boots can affect immaterial creatures as though they possessed the ghost touch property and ignore the first 5 points of any damage reduction.

On a critical hit, creatures not native to the current plane is affected by a Dismissal spell as cast by a Sorcerer of your character level, except the save DC is (10 + ½ Character Level + Strength Mod).


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Re: Major Weapons

Post by K »

There is already a sword like Death's Sword from the Discworld novels.

Its called Angelwing Razor, and its from BOVD. It even cuts through a Wall of Force.
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Re: Major Weapons

Post by Aktariel »

Hey - he's right.

Now we just need to add mechanics for cutting souls.

"You die. Now. No save. And you don't go to afterlife. You lose."
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Re: Major Weapons

Post by Prak »

couldn't you just use Magic Jar to reflect it? actually, you don't even have to do that, you can just say that as a spell like, or supernatural, or whatever kind of ability you can destroy a target's soul, The target makes a DC (whatever) Will save, if he succeeds he keeps his soul until the next time you use the ability on him, if he fails, he dies, and he doesn't go to his afterworld. His soul destroyed, he can not be raised by any magic short of a wish spell cast by a significantly powerful being, perhaps the being that created the sword.


That being said... you really don't need to make this anymore than a flavoured death effect, so long as it's in the hands of the pcs, I suppose if it gets into the claws of team monster then it needs to be a bit more solid. But really, it's just a flavourful death effect that pretty much makes your character an instant badass and "Vile." (since destroying or harming souls is pretty much automatically evil in everything.)
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Re: Major Weapons

Post by CatharzGodfoot »

Why the fuck would Death's sword keep you from the afterlife? Isn't sending you there the whole point?
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Prak
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Re: Major Weapons

Post by Prak »

I was just going with what was said, and actually I could see death severing people from the after life. It's not death. it's life after a temporary complication. I could see death seeing the after life in the same light as present-life.
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Re: Major Weapons

Post by SunTzuWarmaster »

More ideas from Alan Dean Foster:

Sky-metal sword - sword crafted from asteroids (unscpecified), if sundered, fights as multiple weapons before reassembling itself. Uses wind effects, and can control tornadoes.

Whale Toothed Spear - has already been represented as the pubic bone, but this was a spear that had huge bluffing powers. Also, it once summoned some god-awful monster that owned the enemies.
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Re: Major Weapons

Post by Aktariel »

OK. Updated Vulcan's Candle. Now for one more fun thing:


Sky's Edge
Once, a long long time ago, a man did something really stupid to help his people out. So they hung him for it. This was that stupid thing.
[bonus points to anyone who knows where this name/flavor came from]

Sky's Edge is a sword. Forged from some crazy starmetal by some godlike smith who... and the tale goes on. It's a sword. If you can wield other swords, you can wield this one.

Damage: 2d6 slashing/piercing damage + 1d6/2 char levels air damage
Reach: 5'
Critical: 19-20 x3

Special:
1) You may cast control weather as a supernatural effect at any time, witha caster level equal to your character level and a save based on Charisma.

2) If the blade of starmetal is ever sundered, each pice of the blade takes on a life of it's own and fights for you. As an immediate action, you may make one attack against all opponents you have line of sight to. The blade reforms at the end of your next turn.

3) Sky's Edge may, at your whim, make either lethal or nonlethal attacks, and you suffer no penalties for doing stupid things like showing mercy. Not that Sky ever did such a thing....



Feels like vanilla to me. Satisfying, but still unfulfilling.

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Re: Major Weapons

Post by Surgo »

I don't know the reference, but I'd say that sounds like Terry Pratchett to me.
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Re: Major Weapons

Post by Aktariel »

Alastair Reynolds.
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