1001 Legacy Weapons [Archive] - Wizards Community

Post/Author/DateTimePost
mtrpcic

07-25-07, 05:48 PM
This thread is for all those people who have created Legacy Weapons for their games. They can be campaign specific, or renditions of popular weapons from games, shows, or movies(eg. The Master Sword[Zelda], Zangetsu[Bleach], etc).

This thread is not about debating the balance of these weapons, it is simply a place for other DM's or players alike to find a comprehensive list of weapons.

All weapons posted will be added to this first post as an index for your viewing pleasure!

I'll start off with the first legacy weapon I've ever created in the post below.
mtrpcic

07-25-07, 05:49 PM
Soul Reaper Zangetsu

Zangetsu, “Cutting Moon” is a legendary Zanpaku-to, “Soul Slayer”. In it’s initial form, it appears to be an oversized Katana. It also appears to have no special properties, but once wielded, the spirit of the sword can communicate with the Wielder. Soul Slayers are not regular weapons. They’re true power (and forms) come from the wielders spirit energy.

When initially found (or bought), the sword is a rather sad looking Katana. It looks old, possibly rusted, dented, or damaged. The person intended to find this weapon (Kurosaki Ichigo’s soul reborn into this world) is immediately drawn to it however, and will attain it by any means necessary.

Non-Legacy Game Statistics:
+1 Large Katana; Cost 2,535 gp. Katanas have the same game statistics as bastard swords.

Omen: The force of the wielders spirit energy gives him a +2 circumstance bonus on intimidate checks made in the same round the blade is drawn.

Omen: Whenever the blade is drawn, the wielders spirit energy bursts forth from within him, and can be felt by everyone within 40 feet (or within the room).

History:
Zangetsu is a Soul Slayer that was once wielded by a legendary Death God named Kurosaki Ichigo. His spirit reborn is the one who draws upon the true power of the blade. It has been used to slay countless Hollows (souls that have been morphed by evil), and had attained amazing levels of power. Over the years however, the powers have receded within the mighty blade, waiting to be awakened once more.


Legacy Rituals:
Three Legacy Rituals are required to unlock the true power of Zangetsu:

Zangetsu Awakening:
When the wielder first puts his hands on the hilt of the blade, he gets the unbearable urge to force the blade through his heart. When this happens, the wielder loses 50% of his total hit points (to a minimum of 0 hp), and the blade awakens. The player goes into a state of euphoria and ‘hallucinates’ for 10 minutes. Lost hit points are regained as if lost by usual means. Cost: 2,500 gp.

Feat Granted: Least Legacy

Shikai Release:
You must overcome an encounter with a hostile creature whose Challenge Rating is at least equal to your character level. You can accomplish this through intimidation, trickery, stealth, or any other appropriate method. Cost: 12,500 gp.

Feat Granted: Lesser Legacy

Bankai Release:
In contrast to the previous ritual, you have to defeat a group of three or more opponents with a total Encounter Level at least equal to your character level. You must engage the enemies alone but can use any weapons or tools at your disposal. Cost: 40,500 gp.

Feat Granted: Greater Legacy

Wielder Requirements:
Base Attack Bonus +4
Any Non-Chaotic Alignment
Proficiency with Katana
Any Class that supports “Ki Points”

Legacy Item Abilities:
Spirit Focus: Zangetsu’s spirit power has begun to transfer into the wielder, granting him 2 extra Ki points per day.

Shikai: The transformation to Shikai changes the appearance of Zangetsu’s form (See Picture 2). During the initial transformation, the wielder get’s a +2 circumstance bonus on all intimidate checks within 12 hours. Once this form has been obtained, the wielder cannot revert the blade back to its previous form. Damage is the same as a Large Katana. In addition to this, the transformation brings Zangetsu more in tune with the wielder. This gives the wielder a +5 permanent speed boost whenever he is in possession of Zangetsu.

Ethereal Bloodlust: Zangetsu’s history as a Soul Slayer is coming to the forefront once again. The wielder receives a +2 on all attack rolls against all ethereal creatures, ghosts, and all undead. If the creature is chaotic in alignment, they get an additional +1 bonus.

Getsuga Tenshou: At the cost of n Ki points, Zangetsu can unleash the wielders spirit energy, dealing an extra (n)d6 damage on any attack with the sword that would regularly hit the opponent. If the wielder is in Bankai form, this changes to 2 x (n) d6. In Bankai form, the energy is black with a red outline, otherwise it is just blue. Additionally, the wielder can extend the range of the energy. For every Ki Point put towards the range of Getsuga Tenshou, the energy extends 5 feet from the blade. In Bankai, this increases to 10 feet per point.

Blade Swing/Throw: Due to the bandages wrapped around the hilt of the blade, the wielder may throw it for 1d10 piercing damage. The maximum range is 30 feet, and the weapon acts as if it had the returning attribute. A Reflex save of 15 causes the player to bring the sword back at the end of his current turn rather than at the beginning of his next. If this attack is used, the player can no longer attack during that round. This attack can only be made in Shikai form.

Bankai: At the cost of one half of the wielders total Ki Points, he can unleash the true strength of Zangetsu. The sword again transforms (See Picture 3), but this transformation only lasts [ 30 + WIZ Modifier + Character Level ] minutes maximum. In this form, the wielder gets a +5 bonus to all Balance, Jump, and ‘Move Silently’ checks. In addition to this, they get a temporary +2 bonus on any Reflex Saves, and +10 feet speed. If the wielder stays in Bankai for more than the allotted time, they take 2 temporary CON damage, as well as 10 non-lethal damage for every minute.

Spiritual Fortitude: Zangetsu has lent nearly all of his spirit power to his wielder, allowing him to use his spirit power to reduce damage taken in combat. The wielder may use his Ki Points to increase his ‘Natural Armour’ (Maximum 10). The effects last for the same number of minutes as his character level + WIZ Modifier. The Damage Reduction is against all attacks. One Ki point equals one point of Damage Reduction.

Spiritual Connection: Zangetsu has given his wielder full use of his spiritual power. The transformation to Bankai now only takes 1/4 of the players Maximum Ki Points (Round Down).

Chart: For some reason the chart won't show as an image, so here's the link (http://photos-b.ak.facebook.com/photos-ak-sctm/v104/62/116/549850007/n549850007_929129_2914.jpg)
Amaril

08-13-07, 06:10 AM
:bump:
I'm taking the liberty of posting quotes from other legacy items created by forum members.

As a side note, for anyone interested in synergy between Weapons of Legacy and the weapon and armor abilities in Magic Item Compendium, refer to the thread discussing that topic (http://forums.gleemax.com/showthread.php?t=812014&highlight=legacy).
Amaril

08-22-07, 02:08 PM
Shortstack
This is a Weapon of Legacy I designed for my campaign, I was wondering if you guys thought it was balanced when compared to other Weapons of Legacy.
(Note: I don't actually have the Weapons of Legacy book, I just made this by comparing it to the Legacy Items in my copy of Expedition to the Demon Web Pits and the ones in the WotC preview page for Weapons of Legacy.)

Shortstack

Shortstack is a short, wide arquebus that seems terribly corroded, warped, and covered in rust. However, when held it is surprisingly light and sturdy. It has a rusty stump of a broken blade that might have once been a bayonet, and the muzzle looks like it was once shaped to look like a dragon.

Nonlegacy Game Statistics: +1 musket; Cost 2,550 gp.

Omen: Any attempt to clean Shortstack causes red glowing runes of dwarvish origin to appear, shedding some of the gun’s rust around them. These runes re-appear whenever Shortstack is fired, and as the weapon’s power grows, the runes grow brighter, and the gun begins to look better maintained.


History
The dwarven warrior Karnig was a small, small man. Short even by dwarven standards (and not particularly stout), many often joked behind his back that he was really a gnome in disguise. The laughs were silenced, however, when Karnig used his personal firearm, Shortstack, to turn the tide of a battle against a horde of strange monsters, saving his homeland and becoming a hero of legend in the process. (DC 15)

Karnig wasn’t always a great hero. His physical stature made him unsuitable as a traditional dwarven warrior, so instead he would clean and repair the weapons of his heartier brothers. One day, he stumbled upon a strange, short-barreled gun in a trash heap, and took an inexplicable liking to it. He spent every free hour cleaning and repairing the gun. After months of work, he finally got it to work, and dubbed it “Shortstack”. (DC 18; Fixer-Upper)

Karnig’s queer weapon only solicited more jeers from the other dwarves. However, when a horde of Clockwork Horrors amassed to attack his home, every available dwarf was needed to drive them off. Though other dwarves barely scratched the mechanical beasts, Shortstack was so powerful that a single bullet would drive through the thick shells of several monsters before stopping, creating a path of utter destruction. Their morale boosted, the dwarves drove the constructs off, and carried little Karnig back for a proper feast of honor. (DC 25; Root for the Underdog.)

Many decades after the great battle, Karnig still enjoyed the fame of his victory. Yet, in the end, it was this fame that brought his doom. A skilled Duegar - looking to make a name for him self - challenged Karnig to a personal duel. The duel was brutal, but eventually Karnig was the victor.
He could not savor the victory, however, as the Duegar had used a vicious magical poison on his weapon, and Karnig passed on less than a week later. Both Shortstack, and (ironically) the name of the Duegar killer, faded into obscurity. (DC 31; Manno-E-Manno)


Legacy Rituals
Three rituals are required to unlock all the abilities of Shortstack.
Fixer-Upper: You must clean and mend the neglected Shortstack. A successful craft (firearms) skill check at DC 20 is required to succeed at this ritual. Each attempt requires 1 day. Cost: 4,000 gp. Feat Granted: Least Legacy (Shortstack).

Root for the Underdog: You must succeed in a battle in which you and your allies are outnumbered at least three to one. The Encounter Level of the battle must be equal to or greater than your character level. Cost: 16,500 gp. Feat Granted: Lesser Legacy (Shortstack).

Manno-E-Manno: You must win a duel with an opponent whose challenge rating equals your character level or higher. Shortstack is the only weapon you are allowed, but you can use any spells or innate abilities you possess. Cost: 50,500 gp. Feat Granted: Greater Legacy (Shortstack).


Wielder Requirements
The ideal wielder for Shortstack would be an underdog of some sort who specializes in firearms, but anyone with sufficient firearm skills can bond with the weapon.
Shortstack Wielder Requirements
Base attack bonus +3
Craft (firearms) 4 ranks
Weapon Focus (Musket)


Legacy Item Abilities
All the following are legacy item abilities of Shortstack.

Ammo Cache (Su): Shortstack possesses two extradimensional caches that feed ammo and gunpowder into its firing chamber, allowing it to be reloaded and fired with great ease. The ammo cache holds up to 200 bullets, and the gunpowder cache safely stores up to 25 pounds of gunpowder (enough for 200 shots).
Beginning at 5th level, you can reload Shortstackas a free action, simply by touching a special rune located near the trigger. Different types of bullets can be held in the extradimensional space, and you can select freely from these when reloading the gun as a free (mental) action. Adding or removing a bullet by hand from an extradimensional space requires a move (manipulation) action, and refilling 1 pound of gunpowder requires 1 full round.

Unerring Shot (Sp): At 6th level and higher, once per day as a swift action, you can use true strike as the spell on yourself when firing Shortstack. You can do this twice per day at 12th level, and three times per day at 16th level. Caster level 6th.

Magic Mortar (Sp): Beginning at 10th level, twice per day when you issue the command word and point the item, you can shoot a ball of fire at the enemy, as per the fireball spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 10th.

Greater Magic Mortar (Sp): Beginning at 14th level, once per day when you issue the command word and point the item, you can shoot a more powerful ball of fire at the enemy, as per an empowered fireball spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Caster level 14th.

Devastating Shot (Su): At 20th level, Shortstack can fire a devastating shot as a full-attack action. If the attack hits, it does its normal damage, plus an additional 25d6 piercing damage, and stuns the target for 1d6 rounds. If the target succeeds on a fortitude save with a DC of 22, or 18 + your Charisma modifier (whichever is higher), the stun is negated. If the target succeeds on a reflex save (Same DC), the additional damage is halved.

Table: Shortstack
.............-----Personal Costs ------
Wielder...Attack....Save......Hit Point
Level......Penalty...Penalty...Loss..... ..Abilities
5th............--...........--..........--..........Ammo cache
6th............--...........--...........4..........Unerring shot 1/day
7th............--...........--...........2..........+2 musket
8th............--...........-1..........--..........
9th............-1...........--..........--..........+2 musket of exit wounds
10th...........--...........--..........--..........Magic mortar 2/day
11th...........--...........--..........--..........+3 musket of exit wounds
12th...........--...........--...........2..........Unerring shot 2/day
13th...........-2...........--..........--..........
14th...........--...........--..........--..........Greater magic mortar 1/day
15th...........--...........--...........2..........+3 collision musket of exit wounds
16th...........--...........-2..........--..........Unerring shot 3/day
17th...........--...........--..........--..........
18th...........--...........--...........2..........Devastating Shot 1/day
19th...........--...........-3...........2..........
20th...........--...........--...........2..........+5 collision musket of exit wounds
Amaril

08-22-07, 02:11 PM
Tetsusaiga ?
OK, this is a weapon I wrote up for a friend of mine, and I want to get people's opinions on it. It's based off Tetsusaiga, from the InuYasha series, because the guy said he wanted to play as a sort of InuYasha.

Nonlegacy game statistics:+1 katana
Omen: This weapon, when fighting defensively, appears as a great, white, gleaming dog's fang. This weapon also confers a +5 focus bonus to any Will save made to resist an involuntary effect to cause the character to enter a rage or similar state. This bonus only applies against effects over which the character has no control, such as the racial fury of the Bengalii (http://boards1.wizards.com/showthread.php?t=880235), or a spell producing a similar effect.

Legacy Rituals: This weapon is different from most legacy weapons. Most legacy weapons you have to spend a certain amount of money as a sacrifice to complete the ritual, this one you do not. Also, acquiring the Legacy feats, in addition to granting the legacy progression, grants access to one of the three supernatural abilities the sword progresses, as described at the end of the relevant legacy ritual section.

Least Legacy: To acquire the Least Legacy for this weapon, you must place yourself against overwhelming odds, of which you seem to have no chance of survival, in defense of a comrade or friend. Feat granted: Least Legacy (this weapon)

Lesser Legacy: To gain the Lesser Legacy of this weapon, you must challenge a creature with a CR of at least 5 above your character level to personal combat. You may use any skills or abilities you possess, but this must be your only weapon. During the combat, you must overcome one personal failing or weakness on your part. This can be an inherant racial trait, or a trait acquired by the class you are in, but it must hinder you in some way from completing the fight, and must require a Will save to overcome, DC as determined appropriate by the DM. Feat Acquired: Lesser Legacy (This Weapon)

Greater Legacy: To gain access to the Greater Legacy traits of this weapon, and the final supernatural ability of this weapon, you must get into a battle against a minimum of two creatures, one of whom must either be a dragon, or have the draconic sub-type, and which must have an EL of at least 5 above your character level, and must defeat all of them. You are allowed to use any skills or abilities you possess, but this must be your only weapon. You are allowed to receive assistance from allies, comrades and friends, so long as they do not attempt to strike the opponents. This assistance may be received through protective spells, healing spells, useful items tossed to you, and so forth, but offensive spells and melee and ranged attacks are not permitted. Any spell that only causes ability damage to a target, however, is. Feat Acquired: Greater Legacy (This weapon)

Legacy Item Progression

Wielder Level Benefit
5th: +2 katana

6th: -

7th: (first level special)

8th: Size increase

9th: +2 katana of Wounding

10th: Spell Resistance= ECL

11th: +3 katana of Wounding

12th: (Second level Special), Rebound Spell

13th: +3 Cold Iron Katana of Wounding

14th: Size increase

15th: +4 Cold Iron Katana of Wounding

16th: -

17th: +4 Cold Iron Demonbane Katana of Wounding

18th: Crystal Shards

19th: +5 Cold Iron Demonbane Katana of Wounding



For the penalties associated with this weapon, use table 4-1, on page 185 of the Weapons of Legacy book, using Reflex as the save penalized.

Special attack: At 7th level, this weapon gains a special attack. You may make two full-round actions sequentially. On the first one, you make a concentration check. On the second, you make a ranged attack roll with this weapon, and deal an amount of damage equal to your concentration check in d4's. Half of this damage is sonic, the remainder is pure force. At 12th level, you can do this attack as a single full-round action, rather than two.

Size increase: At 8th, and again at 14th level, the effective size of this weapon is increased by one size category when fighting defensively.

Spell Resistance: At 10th level, you gain spell resistance equal to your character level.

Rebound Spell: At 12th level, you may use the special attack of this weapon to reflect magical or energy-based attacks back at the person who used them on you. Three times per day, you make make a will save with a +5 bonus against a caster level check of a creature attempting to use an ability which will deal energy damage to you. This can be a spell (such as fireball), a breath weapon, or any other type of attack that would deal damage of some form of energy, including force, divine energy, and so forth. If you succeed on your will save, then the attack functions normally, targeting the creature who used it instead of you. You also make a concentration check, and add that as damage from your special attack as normal to the damage the attack deals. Then, you multiply the damage dealt by an amount equal to your ECL divided by the creatures CR (their CR/your ECL). For instance, a 10th level character using this to reflect the spell of a 15th level caster would deal (15/10) or 1.5 times normal damage.

Crystal Shards: Beginning at 18th level, you may form a crystal covering to this sword 5 times per day. You then make a concentration check, and create that many crystal shards, flinging them at an opponent. You can make separate checks for each projectile, or roll once and use the standard rules for firing multiple shots in one round. Each shard that hits deals 1d6 damage, and is treated as both diamond and adamantine for purposes of overcoming damage reduction.
Amaril

08-22-07, 02:19 PM
Legacy Ring?Well, I'm in the process of creating a Legacy Ring. The history is not yet completed, but the powers are, and you can create a background for it that fits your game. The ring is based on the idea of vastly improving wizard's spells from level 1 to 3, since they are not excessive in power and many are useful even when you got high character levels. The table of powers seen confused, since sometimes It has only one level of abilities missing before or after an ability that requires 2 missing levels (like a menu C, for example), or a missing level before or after a menu D choice (wich would require none). I just arranged the levels in wich there should be no abilities in the order I wanted to better distribute the powers. The book does not clearly says it can be done (as far as I have noticed), but Items in there use this kind of arrangement (Like the Caput Mortuum). Anyway, if anyone can point out any mistakes I've made according to the rules in the book, please point that out. Here are the abilities of this item for each level:

http://img163.imagevenue.com/loc761/th_89569_RING_122_761lo.JPG (http://img163.imagevenue.com/img.php?image=89569_RING_122_761lo.JPG)

Is it Any good?
Amaril

08-22-07, 02:25 PM
Dark Courage
This is a legacy weapon i made, im still thinking of the story, personal losses, and that other stuff, but this is all the stats it gives. Please tell me if it is overpowered.
Dark Courage
This sword has a pure platinum handle, with a beautiful sparkling blue gem in the middle. The blade is a dark, dark black blade, with no other color occupying the black blade. The tip of the blade is extremely sharp, set at about 30 degrees acute angle.

Non-Legacy Statistics: +1 longsword Cost-3,125 gp
Omen-Dark Courage can adapt to different sword forms to overcome damage reduction. For example, an enemy has damage reduction 10/slashing. Even if Dark Courage is a slashing weapon, it adapts for the attack and can become slashing, bludgeoning, piercing, adamantine, or cold iron.

Abilities:
Level 5-Blessing of the Dark Ones, Dark Curse
Level 6-Strength +2, +2 longsword
Level 7-Courageous Strength, Awesome Sword
Level 8-+2 holy Longsword, Strength +2
Level 9-Smite Evil
Level 10- Mighty Cleave, Strength +2
Level 12-+2 holy undead bane longsword
Level 13-Kill The Killers, Return with Revenge
Level 14-Quick Death, Overcome Damage Reduction
Level 15-+3 holy undead bane longsword
Level 18 +4 holy undead bane longsword
Level 19-+5 holy undead bane longsword
Level 20-Loyal Beyond Death, Dark Courage
Descriptions:
Blessing of the Dark Ones-You add your Charisma bonus (minimum 1) to all attack rolls and damage rolls with Dark Courage, and add your Charisma bonus to all saving throws.
Dark Curse-When attacking with Dark Courage, you can activate a Dark Curse. You call to the Gods of the Dark (a full round action) to receive power against your foe. On your next turn, along with your Charisma bonus, you add ½ your character level to attack rolls or damage. This is useable 1/day at 5th level, 1 more per day every 5 levels.
Strength +2-As you wield Dark Courage, your strength increases, stacking with previous bonuses.
Courageous Strength-When reduced to less than ¼ your total hit points, your Strength increases by 2, and you gain +4 to attack rolls against the creature that reduced your hit point total.
Awesome Sword-You can draw Dark Courage as a free action and use Power Attack (as the feat) and Death Knell (as the spell) 2/day, increases by 1/day every 6 levels.
Smite Evil-This is just like the Paladin ability, useable 3/day
Mighty Cleave-When you make an attack with Dark Courage, and the attack fells an opponent, you act as if you had the feat Cleave, but you can move half your base speed before making your next attack.
Kill the Killers-When an opponent kills one of your allies, you get a free attack against that opponent, dealing an extra 1d4 damage per ¼ level.
Return With Revenge-When forced to flee by a fear spell or something else out of your command, you can return with eyes redder than a pool of blood and deal 3d6 extra damage to the creature who made you flee.
Quick Death-When you score a critical hit with Dark Courage, if you beat the creatures AC by 7 or more with your next roll, you can immediately choose to kill it if you want.
Overcome Damage Reduction-Dark Courage has adapted to change forms with ease to avoid damage reduction, and when this ability is gained, Dark Courage is now a bludgeoning, slashing, piercing, cold iron, and adamantine weapon.
Loyal Beyond Death-As the Knight ability, but instead of using knights challenge, you can use Loyal Beyond Death as many times as your Charisma Bonus.
Dark Courage-For the many battles and death you have faced wielding Dark Courage, you have developed many different bonuses. You are immune to fear, critical hits, and you gain spell resistance equal to 10+your character level.
Amaril

08-22-07, 02:44 PM
The Heavens’ Fall
(Legacy Set combining Weapons of Legacy with set items from the Magic Item Compendium)
Okay, I just sold my textbooks back to the school and bought the Magic Item Compendium and Weapons of Legacy, and decided to combine them into a massive atheistic monolith. PEACH, and especially comment on the flavor. Some of it's kinda lame, I think.


The Heavens’ Fall
Legacy Set (combining Weapons of Legacy with set items from the MIC)

Nonlegacy game statistics:
Greaves of Self-Sufficiency: wearer immune to fatigue and exhaustion. Takes up Feet body slot. Cost: 2,500 gp
Eyes of Doubt: Treat as Blindfold of True Darkness (MIC 75) except blindsight reaches out to 60 ft. and appearance is black crystal lenses. Cost: 11,000 gp
Crown of Disillusionment: Headband of Intellect +6, and appearance is a simple brown hat. Cost: 36,000 gp
Omen: The items feel painfully hot to any divine spellcaster who touches them. In addition, the greaves make the wearer feel restless, the eyes make the wearer feel skeptical, and the crown makes the wearer feel lonely.

History
Use knowledge (history) or knowledge (religion) checks
The Heavens’ Fall is a powerful set of items that are a bane to divine spellcasters. They grant the wearer the ability to resist divine magic and even (eventually) taunt the gods themselves. They were originally created by an archmage named Castor, who tried to overthrow the corrupt theocracy of his homeland. (DC 15)
Castor’s homeland was led by a bishop named Griam, who at the time was very powerful. Instead of becoming a priest like most of the promising young boys in town, Castor took off into the woods to hone his innate arcane powers. When Griam learned that a sorcerer was living in the woods, he sent a team out to retrieve him. But Castor evaded their pursuit for months, often leading them on chases that lasted days. (Resisting Arrest, DC 20)
Griam began sending spells after Castor, illusions and nightmares designed to make the boy turn himself in, in order that they might use his talents. Often, these illusions would seem to be messages from friends and family, begging his return. But Castor was not fooled, and took to simply closing his eyes, ignoring the spells. Then Griam sent a succubus out after Castor, and the creature pretended to be Castor’s mother, wishing her son would return home. Castor saw through the disguise, and struck the beast a mighty blow. In that moment, his eyes turned pure black. (Truth of Sight, DC 25)
Eventually, a rebellion formed around Castor, resisting Griam’s despotic rule. Castor tried to recruit healers from a neighboring kingdom to his side. However, these priests betrayed Castor and told Griam about the rebellion’s plans, allowing Griam’s troops to storm the rebellion hideout at Hart’s Grove before they were prepared. Castor managed to kill Griam in battle, but the rebellion was shattered, and the kingdom was soon divided up by its neighbors. Castor vowed to never trust a priest again. (Betrayal at Hart’s Grove, DC 30)


Char Attack Save Hp
Level Penalty Penalty loss Abilites
5th On Your Own
6th -1 Shake the Chanting +2
7th -1 2
8th 2 Fleet of Foot
9th -2 Shake the Chanting +4
10th 2 Find the Trackers
11th Trustworthy Healing
12th -2
13th Doubt the Divine
14th 2
15th -3
16th 2 True Sight
17th
18th -3 Mind Blank
19th Back Where It Came From
20th -4 Take the Fight to Them


Legacy Rituals
The following rituals are required to unlock all the abilities of The Heavens’ Fall.
Resisting Arrest: You must remain in the wilderness for a period of one month or more while the local authorities hunt you. You need not be guilty of the crimes you are wanted for. You may not enter the boundaries of a town or city during this time, and you must possess the greaves of self-sufficiency in order to perform this ritual. Cost: 1,500 gp. Feat Granted: Least Legacy (The Heavens’ Fall).
Truth of Sight: You must successfully pierce the disguise of a person masquerading as another person. This deception must then be publicly revealed, and the liar should be defeated in some way (thrown into jail, beaten in combat, etc.) You must possess the eyes of doubt in order to perform this ritual. Cost: 13,000 gp. Feat Granted: Lesser Legacy (The Heavens’ Fall).
Betrayal at Hart’s Grove: You must help a person or organization that has been betrayed to defeat their traitors. The person or organization must be good-aligned. You must possess the crown of disillusionment in order to perform this ritual. Cost: 40,000 gp. Feat Granted: Greater Legacy (The Heavens’ Fall).

Wielder Requirements:
greaves of self-sufficiency: Survival 2 ranks, base land speed 30 ft, no divine spellcasting ability
eyes of doubt: Sense Motive 5 ranks, Alertness*, possession of greaves of self-sufficiency
crown of disillusionment: lawful neutral, neutral, or chaotic neutral; cannot speak Celestial, Infernal or Abyssal; possession of the other two items
*for this purpose, having a familiar within arm’s reach does not qualify

Legacy Abilities:
On Your Own (Ex): the greaves of self-sufficiency allow you to more easily find your way in the wild, giving you a +5 competence bonus on Survival checks.
Shake the Chanting (Su): at 6th level, the greaves grant you a +2 bonus on saves to resist divine spells, and the spell-like abilities of good or evil outsiders. This bonus increases to +4 at 9th level.
Fleet of Foot (Su): You gain a +10ft enhancement bonus to your land speed at 8th level.
Find the Trackers (Sp): At 10th level, you can use detect thoughts 1/day, as the spell. Save DC is 13, or 12+your Cha mod, whichever is higher.
Trustworthy Healing (Sp): Three times per day, you can use cure serious wounds as the spell by touching the injured creature and speaking the command word, ‘Please.’ This can instead be used to damage undead creatures. The save DC is 14, or 13+your Cha mod, whichever is higher.
Doubt the Divine (Su): Divine spellcasters will find it hard to overpower you. You gain spell resistance equal to 5 + your character level against divine spells and the spell-like abilities of good and evil outsiders.
True Seeing (Sp): Once per day, when you issue the command word ‘Godsbane,’ you gain the benefit of a true seeing spell.
Mind Blank (Su): While you are wearing all three items in The Heavens’ Fall, you are protected by a continuous mind blank effect, as long as you are level 18 or above.
Back Where It Came From (Sp): At nineteenth level, you can create one of the following two effects once per day: either a banishment spell, save DC 20 or 17+your Cha mod; or spell turning. Banishment from this ability can only be used on a good or evil outsider, and spell turning from this ability only affects divine spells.
Take the Fight to Them (Sp): Once per day, you can plane shift as the spell. Only willing creatures can be transported by this effect.

Collection Benefits:
2 Pieces: You gain a +2 bonus to the Shake the Chanting ability, for a total of +4 or +6, if you have it. If not, you gain a +1 bonus on all saves vs. divine spells.
3 Pieces: You can activate The Heavens’ Fall with a move action to automatically reveal the alignment of every creature within 500 ft. to every intelligent creature in the same area. This ability is very potent inside a church that believes itself pure.
Amaril

08-22-07, 02:58 PM
Breaking Storm
Off the top of my head, you can take two levels of Psionic Warrior and take Psionic Shot and Fell Shot as bonus feats; then you can expend your psionic focus to resolve a ranged attack as a touch attack. There are definitely spells/powers that let you do this but I don't know where you'd go about finding them; the Draconomicon's PC spells section would be a good place to start looking.

I can't think of a property that protects ammunition from being destroyed, let alone returning it to you; I know that there are some bows that generate their own ammunition, but they have the tendency to be minor artifacts. I know I've seen a quiver that generates ammunition but can't recall where or when (2nd Ed doesn't help you very much).

The quiver of energy in the Magic Item Compendium lets you apply an energy property to your ammunition; you could conceivably buy a couple of these to broaden your damage-dealing spectrum but they're a little bit pricy.

Anyway, I was thinking that cost table 4-2 was best, since I don't know much about your character's stats. I tried to make it interesting by linking the omen to one of its more powerful abilities (which I made up, just btw) to make it more interesting & powerful without being too broken. Hopefully. You're on your own for the fluff, as well as the rituals. It shouldn't be too hard to tweak to your own taste if you don't like something I've done.

Breaking Storm
Nonlegacy Weapon Statistics: +1 dragonbone composite longbow; cost 2000 gp; Damage 1d8; Critical x3; Range Increment 130'; Weight 3 lbs; Type Piercing.
Omen: Whenever its wielder scores a critical hit against a target, thunder rumbles ominously in the distance, and a flash of lightning illuminates the target for a split-second.
Wielder Level Table Abilities
6 B,- +1 thundering DCL, Thundercurse
7 A magic missile 3/day
8 A Speed Enhancement +5
10 B Speed Enhancement +10
11 D +1 distance thundering DCL
12 D Haste 5/day
13 D Shocking Legacy 5/day
16 F +2 distance seeking thundering DCL
17 -,- call lightning storm 3/day, Forgiveness of the Storm
20 I +4 collision distance seeking thundering DCL
*DCL stands for dragonbone composite longbow.

History
Blah.
Legacy Rituals
Blah.
Wielder Requirements
Improved Critical (longbow)
Legacy Item Abilities
=>See Weapons of Legacy
Thundercurse: An enemy subjected to a critical hit from Breaking Storm from more than 5 range increments (normally 650', or 1200' if the wielder has unlocked its distance ability) away is vulnerable to Breaking Storm's Forgiveness of the Storm ability. The wielder can sense the enemy's location, regardless of distance, so long as he is on the same plane, and receives a +2 bonus to attacks against him with Breaking Storm. An enemy that has been Thundercursed remains that way until it is targeted by the Forgiveness of the Storm ability, travels to a plane other than the one Breaking Storm occupies, or is subject to a remove curse spell. Creatures immune to electricity are not affected by Thundercurse.
Forgiveness of the Storm: The wielder may expend three uses of the call lightning storm ability and one use of the shocking legacy ability in order to make a single attack with Breaking Storm as a full-round action against a Thundercursed enemy; this attack suffers no range penalty, ignores cover and concealment, passing through mundane and magical barriers as though they were not there, and deals damage as a normal attack with the shocking legacy ability. The target is aware of this attack, and is never treated as flat-footed, flanked or helpless for its purposes. If this attack is a successful critical hit, it deals maximum damage. This ability may only be used once a week. This ability cannot be used if three uses of the call lightning storm and one use of the shocking legacy ability are not available. After using this ability, the wielder is exhausted and remains that way until resting for 8 hours. Magical or psionic effects cannot transfer, remove or reduce the penalties from this exhaustion.
Aryxbez

08-22-07, 05:16 PM
I find this a good idea on your part Amaril. I would help, however do not want to end posting the same legacy weapons on here. I will eventually post my own legacy items, however not great, should work none the less. I also have some ideas for legacy items, mostly some magical items into legacy ones.
GreatWhale

08-23-07, 02:41 PM
Seems to be as good a place as any to place this. At the moment, I'm preparing my playgroup for Cormyr: The Tearing of the Weave premade adventure, and one player wishes to play a warforged paladin of Mystra that continues into Knight of the Weave. We worked out some history for Warforged (similar to what I've seen here on the boards, with their construction primarily occurring in Lantan) and his reasons for worship (the warforged views magic as life itself, and has dedicated itself to protect it). The player has expressed desire in gaining some sort of golem-like special mount. So I did some tinkering and figured it would start with an item that behaves as a figurine of wondrous power that summons the heavy warhorse version of stone horse for 1hr/day. Starting from that, it would develop as the campaign goes on. I'm still reading through C:TotW, but as it stands I figure it would likely involve destroying a shadow with the horse's assistance or the like. Due to the adventure being the first part of a three-part series, I have not yet developed the Legacy requirements for the item, and will likely only develop the first before the campaign begins. Also, I would like a bit of advice as to what table to use for Legacy costs. For a final note, I intended on developing this legacy item to be used by more than just the character at hand, thus the slightly more open-ended requirements and abilities. Also, I apologize in advance for not knowing how to make code or spoiler boxes.

Wielder Requirements:
Alignment: Any good.
Patron: Mystra.
BAB +2
Ride 4 Ranks
Mounted Combat
Arcane or Divine spellcaster level 1st.
Legacy List:
Omen: Red mists travel about the horse's hooves as it runs.

Nonlegacy Item Statistics: figurine of wondrous power (black agate steed*); cost 4392 gp.
Omen: When the steed is called, red mist collects about its hooves, which travels in wisps as it moves.

5th Mystic Mount (Su)
6th Banish the Night (Sp)
7th Hunt the Shadow (Su)
8th Speed Enhancement +10 (Su)
9th -----
10- Arcane Mount (Su)
11- Speed Enhancement +20 (Su)
12- Banish the Darkness (Sp)
13- Red Mist (Sp)
14- Speed Enhancement +30 (Su)
15- Mystran Mount (Su)
16- -----
17- Speed Enhancement +40 (Su)
18- Ride the Weave (Sp)
19- -----
20- Speed Enhancement +50, Seven Stars (Sp)

Mystic Mount (Su): The agate steed is empowered by its awakening as a legacy item, and as such is much more comfortable in its full form. As such, at 5th level the steed may be taken as a paladin's special mount (as per the class feature), adding its summoning duration to the item's duration. If the character does not possess the special mount class feature, then simply extend the item's duration by 1 hour per class level (but this will change over time; see the Arcane Mount and Mystran Mount class features, below).

Banish the Night (Sp): The steed's vendetta against the minions of Shar leads it to develop rudimentary control of light, which it passes on to its rider. At 6th level, while riding, the character bearing the legacy may cast light, dancing lights,, and faerie fire at will as a 5th level caster. The DC is 10 or 10+Cha modifier, whichever is greater.

Hunt the Shadow (Su): At 7th level the steed gains great focus in hunting its chosen foes: those who follow Shar in her mockery of the Weave. By concentrating (a standard action), the legacy bearer may detect any Shadow Weave users within 60ft.

Speed Enhancement (Su): At 8th level, and every three levels thereafter, the steed gains a 10ft increase to its base land speed, up to a 50ft increase at 20th level.

Arcane Mount (Su): At 10th level, the steed's unique bond with Mystra empowers its body and soul when lead by one proficient with arcane forces. The legacy bearer may select a single arcane spellcasting class. The legacy bearer gains the Special Mount special ability if it did not already add it, and is considered to have a paladin level equal to their paladin level + one-half of their arcane spellcaster level.

Banish the Darkness (Sp): The steed's ability to shed light increases at 12th level, permitting the rider to cast Daylight at will as a 10th level caster.

Red Mist (Sp): At 13th level, the steed's omen can grow into a thick, red mist. The rider may, at will, cast obscuring mist as a 10th level caster. This mist dissipates if you move more than one-half the steed's speed.

Mystran Mount (Su): At 15th level, the steed's connection to the Weave fills it with vigor if its master wields arcane might. The legacy bearer's paladin level for Special Mount is now their paladin level + their arcane spellcaster level.

Ride the Weave (Sp): At 18th level, the steed is able to travel upon the Weave itself, slipping from location to location with but a command from its rider. The rider may, along with the steed, cast teleport twice per day as a 15th level caster.

Seven Stars (Sp): At 20th level, the steed grants its rider the ability to call down the stars from the heavens themselves. Once per day, the rider may cast meteor swarm as a 20th level caster.

~~~

Well, that's what I have thusfar. Any suggestions? I'd love to have this picked apart so I can ensure it stays balanced.
Aryxbez

10-19-07, 08:12 PM
I have taken it onto myself to also include legacy items into this thread like Amaril has done. However the quote of the legacy item from other threads is put into Sblocks.

Also, follow the quote to discuss the legacy item at that thread. I'm sure those original posters would be more happy if you posted in their threads.


X-buster esque item like that from the Megaman X series.
by Enphenitie


So, this is basically an Eldritch Blast enhancing legacy weapon I designed for my epic warlock I'll be playing. I still need to develop a History for it, and Legacy Rituals.

I was gonna give it a megaman history, since this adventure will be nothing serious, just having some fun, characters from every plane of existance, and every setting imaginable, etc.

But the history and rituals aren't what I'm most concerned with right now. Right now I just want some criticism on the weapon itself, and if it's legacy abilities are balanced.

Non-Legacy Statistics
Blaster of Fell Power (Greater) - Mechanus Graft
Cost-18,000 GP
A warlock who has this veritable cannon attached to his arm gains 2d6 extra dice on his eldritch blasts.
Omen: When eldritch energy is shot through the blaster, ley lines of power begin to glow a soft blue. As the Blaster's true power is unlocked these begin to glow at all times.


LVL Special Ability
5 +1 Blaster-B
6
7 Charged Shot, Lesser-B
8
9 +10 Movespeed-B
10
11 +3 Blaster-E
12
13 Elemental Adaptation-D
14 +5 Blaster-F
15
16
17 Charged Shot-G
18 Ability Enhancement - Charisma + 6 - Profane Bonus - H
19
20 Charged Shot, Greater-I


LVL HP Penalty Save Penalty Skill Point Loss
5 -4 - -
6 - - -2
7 - -1 -
8 - - -2
9 - -1 -
10 - - -2
11 -8 - -
12 - - -2
13 - -1 -
14 -8 - -
15 - - -2
16 - - -2
17 - -1 -
18 - -1 -
19 - - -2
20 -4 - -

Charged Shot: You may reserve any eldritch blast you would otherwise shoot, and choose to store it in the X-Buster for later. For every blast stored in this manner you may apply one metamagic effect to a future blast. Beginning at seventh level you may store one blast, and choose to Empower, or Maximize your blast. At 17th level you may store up to two blasts, and apply Empower, Maximize, Energy Admixture, Chain Blast, or Explosive Blast to your eldritch attacks, or any combination there-of. At 20th level you may store up to three blasts at a time, use any metamagic effects of your choosing, and the effect now applies to all shots made in the round you expell your charges. You must state you are using your charged shot before knowing how your attack resolves. Your blaster cannot be charged before initiative is rolled, and charges dissipate at the end of combat.

Energy Adaptation: A warlock with the X-Buster who has attained at least 13th level can choose the element of his eldritch blast, so long as he has slain an enemy who has used that element to damage the warlock. Any essences or shapes applied to his blast that change the damage type lose this effect, but retain any others.


I was thinking maybe make charged shot greater a 21st level ability, making it unlimited charges, but each charge is 1 spell level of metamagic, instead of 1 effect, would require a whole rework of the skill but not too much of a problem. Would really appreciate some feedback on the whole thing here..
Aryxbez

12-04-07, 06:50 PM
Ya know, this has got me a thinking, perhaps I should recreate this thread, so I would have better control in posting all the legacy items.



Hi, I'm working on a Weapon of Legacy for my game and I'm humbly submitting it for your review. Quite frankly it could use some work with formatting/costs/balance but it's reached the point I either send it out into the wide world or take it out back and shoot it. (Trust me on this, theres a whole bunch of fluff with this weapon that you should be glad I am not asking you to read through.)

One thing to take Note of however, I was very upset upon reading the penalties/costs for using a WoL in the book (Hitpoint & Save penalties....:mad: ) so I decided to use money as a balancing factor instead. Every level the wielder has the oppertunity to use magical ritual to sacrifice certain items to restore the power of his blade. This is in addition to the normal Least/Lesser/Greater Legacy rituals. If you don't like this system then replace it with the Table 4-1 in Weapons of Legacy pg 185.

Anyway here it is:

Fang of the Hellstorm:

Appearance:
At first glance this blade appears to be a katana made of some unknown material. Closer examination of the blade itself will find that it is not forged from metal but is crafted from a single dragon fang. The Tsuba (guard) and Hilt are made of Abyssal Blood Iron (Planar Handbook p. 69.) with the Tsuba worked to resemble a Dragon and a Beautiful Woman with Feathered Wings encircling the blade. The Hilt is wrapped in a soft black material which cannot be immediately identified (Black Feathers). There appear to be two indentations on either side of the blade where it meets the hilt which are currently empty and the cap at the end of the hilt has an odd indentation.

Non-Legacy Ability: +1 (Blue) Dragonfang Katana [+1 non-magical electricity damage on successful hit which does not stack with other forms of electricity damage]. Cost: 2635 gp.

Restrictions: The wielder of this weapon needs to have a strong connection to dragons or be of the outsider subtype (Dragonblood Subtype, Tiefling, Aasimar etc.) to unlock and use the legacy abilities,+ 4 BAB & Must have a Constitution Score.

Omen: Upon using this blade to kill for the first time, the wielder is assaulted by visions. From then on these visions will generally occur during dreams but may begin to occur every time the blade kills as the connection between the blade and wielder grows stronger.

Legacy Rituals (Least): To be able to call the powers within the blade, the wielder must meet three conditions:

Awaken the Blade: by bathing it in the blood of an Outsider or Dragon (of at least Equal level to the wielder.)

The Ritual: Begin an incantation (pg 174 UA) requiring 3500 gp of crushed Blue Sapphires or Blood Rubies and a Lesser Augment Crystal of Energy Assault (Lightning/Fire) . This Incantation has two Skill Checks, Knowledge (Arcana) DC 15 which needs three successes to correctly make the Arcane pattern with the crushed gems and a Spellcraft DC 15 which needs three successes to correctly perform the incantation. If the Incantation fails completly (two failures in a row) then the ritual has drawn the attention of outsiders (demonic or good) who send an appropriate response (DM’s Choice: Base Suggestion is an appropriate level demon).

Enhancing Rituals (Levels 6-10): The Blade is now awakened but it is very weak as it is missing pieces of itself. In order to fuel its power it needs to consume strong magic. Periodically (Every Level) the Wielder must repeat a smaller version of the above ritual in which either an appropriate amount of crushed Blue Sapphires / Blood Rubies must be offered or magic items. If magic items are offered then all their magic is drained, leaving behind the (non-magical) item. (Only the value of the magic in the item counts towards the ritual). The wielder can be at most one level above the level of the ritual they have completed. If a wielder is level 7 and has not completed the Level 6 ritual then the item’s power becomes weaker (non-functional). The wielder must have completed all the (Levels 6-10) rituals before attempting the Legacy Ritual (Lesser).

Legacy Rituals (Lesser): To be able to awaken the entity lying within the blade, the wielder must meet three conditions:

Recover the Essence:The Essence of the Storm (Story Fluff: Gem Containing Soul of Blue Dragon Originator] could be anywhere in the world. While it is suggested that it be found in the lair of a young dragon follower of Arshadalon, the DM can place it anywhere he thinks would be appropriate for his characters. (Costs involved in Divining its location, Travelling and taking it away from its current owner could be used as part of the costs of the ritual.)

The Ritual: Begin an incantation (pg 174 UA) requiring 9,500 gp of crushed Blue Sapphires or Blood Rubies, the Essence of the Storm and a Greater Augment Crystal of Energy Assault (Lightning/Fire) . This Incantation has two Skill Checks, Knowledge (Arcana) DC 18 which needs three successes to correctly make the Arcane pattern with the crushed gems and a Spellcraft DC 18 which needs three successes to correctly perform the incantation. If the Incantation fails completly (two failures in a row) then the ritual has drawn the attention of outsiders (demonic or good) who send an appropriate response (DM’s Choice: Base Suggestion is an appropriate level demon).

Enhancing Rituals (Levels 12-16): The Blade is now fully awakened and the Devil inside it soon will be. If anything this has increased its thirst for the power it needs to sustain itself. In order to fuel its power it needs to consume even stronger magic. Periodically (Every Level) the Wielder must repeat a smaller version of the above ritual in which either an appropriate amount of crushed Blue Sapphires / Blood Rubies must be offered or magic items. If magic items are offered then all their magic is drained, leaving behind the (non-magical) item. (Only the value of the magic in the item counts towards the ritual). The wielder can be at most one level above the level of the ritual they have completed. If a wielder is level 7 and has not completed the Level 6 ritual then the item’s power becomes weaker (non-functional). The wielder must have completed all the (Levels 12-16) rituals before attempting the Legacy Ritual (Greater).

Legacy Rituals (Greater): To be able to fully restore the entity lying within the blade, the wielder must meet three conditions:

Recover the Soul Gem: The Soul Gem (Story Fluff: Gem Containing Power of Erinyes Originator]could be anywhere in the world. While it is suggested that it be found in Hell/Abyss in the hands of a Erinyes/Succubus the DM can place it anywhere he thinks would be appropriate for his characters. (Costs involved in Divining its location, Travelling and taking it away from its current owner could be used as part of the costs of the ritual.)

The Ritual: Begin an incantation (pg 174 UA) requiring 40,500 gp of crushed Blue Sapphires or Blood Rubies, the Essence of the Storm and a Greater Augment Crystal of Energy Assault (Lightning/Fire) . This Incantation has two Skill Checks, Knowledge (Arcana) DC 21 which needs three successes to correctly make the Arcane pattern with the crushed gems and a Spellcraft DC 21 which needs three successes to correctly perform the incantation. If the Incantation fails completly (two failures in a row) then the ritual has drawn the attention of outsiders (demonic or good) who send an appropriate response (DM’s Choice: Base Suggestion is an appropriate level demon).

Enhancing Rituals (Levels 17-20): The Blade is now complete, however the joining of various pieces is unstable and needs to truely repair. However such repair is costly. Periodically (Every Level) the Wielder must repeat a smaller version of the above ritual in which either an appropriate amount of crushed Blue Sapphires / Blood Rubies must be offered or magic items. If magic items are offered then all their magic is drained, leaving behind the (non-magical) item. (Only the value of the magic in the item counts towards the ritual). The wielder can be at most one level above the level of the ritual they have completed. If a wielder is level 7 and has not completed the Level 6 ritual then the item’s power becomes weaker (non-functional).

Ability Table:
Level 5: +1 (Lesser) Flaming / Shocking Weapon (Least Ritual: 5000gp)
Level 6: Hellfire 1/d (Ritual: 5500gp)
Level 7: (Ritual:5750gp)
Level 8: Hellfire 2/d, (Ritual: 6000gp)
Level 9: +2 Flaming / Shocking Weapon (Ritual: 6,000gp)
Level10: Overcharge 1/d (Ritual: 6,000gp)
Total Cost at Level 10: 34,250gp

Level11: Hellfire 3/d, Hellfire 4d6, +2 (Greater) Flaming / Shocking Weapon (Lesser Ritual: 12,500gp)
Level12: Awaken the Devil Within. +3 (Greater) Flaming / Shocking Weapon (Ritual: 10,000gp)
Level13: +3 (Greater) Martial Flaming / Shocking Weapon (Ritual: 11,000gp)
Level14: Hellfire 4/d, (Ritual: 11,000gp)
Level15: +4 (Greater) Martial Flaming / Shocking Weapon (Ritual: 11,000gp)
Level16: Consume, (Ritual: 11,000gp)
Total Cost at Level 16: 55,500 + 34,250gp = 89,750 gp

Level17: Hellfire 6d6, (Ritual: 40,500gp)
Level18: +5 Martial (Soul Gem) Flaming / Shocking Weapon (Ritual: 30,000gp)
Level20: Hellfire 5/d (Ritual: 30,000gp)
Total Cost at Level 20: 100,500 + 55,500 + 34,250gp = 190,250 gp


Flaming / Shocking Weapon (Lesser): The Weapon gains the ability to hold an additional augment crystal. This additional slot must hold either a (Lesser) Fire or Lightning Augment Crystal. If such a crystal is not placed into the Weapon then the Hellfire abilities do no function at all. A (Least ) Augment crystal would function normally but would only allow the wielder to call Hellfire one time before being consumed and permanently rendered inert. The augment crystal functions normally. Placing/Removing a crystal into this slot requires an hour long ritual. The user may an additional augment crystal as long as it is not of the energy augmentation type.

Flaming / Shocking Weapon (Greater): The additional slot must now hold either a (Greater) Fire or Lightning Augment Crystal. If such a crystal is not placed into the Weapon then the Hellfire abilities do no function. A (Lesser) Augment crystal would function normally but would only allow the wielder to call Hellfire one time before being consumed and permanently rendered inert.

Flaming / Shocking Weapon (Perfect): The additional slot now holds the Soul Gem which allows the wielder to switch between Flaming / Shocking (Greater augment crystal) abilities without the need to replace the gem. It only requires a half hour’s meditation to switch between abilities.

Hellfire Weapon: 1/day, as a swift action, you may add a blast of hellfire to all attacks with this weapon for 1 round. The hellfire deals 2d6 damage, which bypasses objects' hardness, as well as resistance or immunity to normal fire damage. Each use of this ability deals 1 point of constitution damage to the wielder. The damage and daily uses of abilities increases as the character levels up. The wielder has to declare that they are using this power before making their attack roll to hit and even if they miss the attack is still counted towards the daily limit and the constitution point is still drained.


[B]Overcharge: Use two or more charges on a single attack, this result in a greater damage bonus but makes the Wielder suffers an extra 50% constitution damage the wielder would normally suffer. This extra damage cannot be healed by magic and must be healed normally through rest. Example: A level ten wielder decides use their two daily charges together to take out a trouble some foe, The wielder makes an attack which could potentially deal 4d6 points of Hellfire damage but must take 3 points [(1+1)x1.5] of constitution damage. Of those 3 points of damage, 1 point can only be recovered through rest and not by magic.

Consume: If a Wielder has already used their daily number of charges they may still activate the hellfire enchantment by paying an additional amount of constitution points. Instead of one point per use, they have to pay three points and an additional one point of Int, Wis & Cha damage. All damage save the Con may be healed normally (Rest or Magic) but the Con damage must be healed by rest and takes twice as long as normal. This ability will generate a particularly strong Hellfire blast (2x their normal damage) on that attack. It cannot be stacked with the Overcharge ability and can only be activated when the daily number of charges have been used up. Additionally this ability will cause the weapon to go inert leaving it only it’s enhancement bonus to attack and damage for three days.

To be honest the Overcharge and Consume abilities are both somewhat RP fluff that I dont think will used a lot by most players. If you guys don't like it or think its very unbalanced I'll remove it but quite frankly the mental image of the fighter bravely giving it his all in heroic battle but ending up as weak as a kitten later amuses me.

Awaken the Devil Within: Essentially the Item familiar feat from Unearthed Arcana, Except as follows:
1) The Wielder must pay a feat upon reaching 12th level or not unlock additional abilities until the feat is paid.
2) The Sapiance that has awakened is the Imprisioned Essence of an Erinyes Devil. The Item begins radiating an Evil aura allowing it to be detected by Detect Evil spells and Protection from evil spells (which could cause RP problems). The Erinyes can attempt to hide from such spells by using the rules from Fiendish Codex I for possessed creatures. While Banishment and Dismissal spells have no effect (as the Devil is imprisioned in the weapon), Dispel Evil, Law and Exorcisim force the Devil to make a will save with a + 5 modifier. If She fails the save then all of the Weapon’s abilities (except for the enhancement bonuses) will no longer function for 1d6 rounds unless the wielder spends one full round communing with the Erinyes. Note: This does not make the weapon Lawful or Evil in terms of overcoming DR.
3) The wielder does not get a choice of which special abilities to give the item, instead most of the special abilities must be spent on increasing the sapience of weapon.
4) The Erinyes will initially be weak and lack memories until it’s sapience is increased by the above method. The Erinyes can and will withhold access to certain abilities if She chooses (If the wielder is going to die from constitution loss for example). However the bond formed prohibits outright conflicts as the devil’s awareness is dependent on this particular wielder. The devil will more likely attempt to persuade the wielder on the ‘appropriate’ course of action.

Martial: Treat this weapon (and only this particular weapon) as a Martial Weapon instead of an exotic weapon. (+1 Enchant Cost)

Any way I am done, if you managed to read this far congrats and hope you have enough energy to tell me what you think.
Aryxbez

12-16-07, 11:36 PM
Once more, another nifty legacy item, ideas basis from Final Fantasy 6 (or 3 in america, the one with Kefka)

By Explosive_Zombie

Hello, I've been working on an item I thought would be entertaining and would like to hear what you guys have to say. It was initially designed as a weapon of legacy but with the idea of starting at level 1 rather than 5. I'm not exactly proficient with the code stuff on here so please forgive the format (or steer me to where I can do it better).

The idea is a deck of ordinary playing cards for use as a weapon... I'm sure your thinking Gambit at this point, but the idea started with a Final Fantasy VI character named Setzer.

Thing I'd like help with is as follows:
1.) level placement for abilities
2.) are the abilities fair in what they do
3.) Stats for the final ability (See Lady Luck)
4.) I've got a story idea for the legacy but any help would be nice (I know this isn't the forum for this point, so feel free to skip this one)
5.) ummm... I think that's it actually.

Deck of Desire (ordinary playing cards that, when thrown, stiffen into deadly weapons)
1d2 (Slashing/Piercing), 20x2, 10 ft. range

+1 Shurikens of Returning <level 1-5>
+2 Shurikens of Returning <level 6-8>
+2 Prismatic Shurikens of Returning <level 8-10>
+3 Prismatic Shurikens of Returning <level 11-13>
+4 Prismatic Shurikens of Returning <level 14-16>
+5 Prismatic Shurikens of Returning <level 17-20>

"I'm on a roll!": With each successful attack you make using the Deck of Desire, you receive a +4 Moral bonus (max of +20) to your next attack versus that same creature until the start or your next turn. Alternatively, for each failed attack, you receive a -2 penalty to attack till the start of you next turn.
<level 1>

Ace in the Hole: 4/day you may replace your AC with an attack roll. This ability acts in all ways like the maneuver Wall of Blades.
<level 3>

Devil's Luck: +1 Luck bonus/4 levels to armor class (Max of +5). You retain this bonus even when flat-footed.
<level 4, 8, 12, 16 & 20>

Solitaire: As long as you are at least 10 ft. away from the closest ally, you receive a +1 Moral bonus/5 levels to all Saves (Max of +4).
<level 5, 10, 15 & 20>

Beginner's Luck: You may reroll your Initiative check 3/day. You must take the result of the new roll.
<level 6>

Ante Up: once per encounter, you may sacrifice a number of hit points, and deal that much damage on your next attack. you must state you are using the ability before the attack is made. If you miss, this ability is wasted. This attack is considered aligned to the users current alignment. This damage may not be prevented in any way.
<level 8>

52 Pick Up: 1/day, causes 54 points of slashing damage to all creatures in a 30 ft. cone (Reflex DC 10 + 1/2 character level + Cha modifier, for 1/2 damage). After you have used this attack, you may not use any activated ability of the deck for 1d4 round(s).
<level 10>

Joker's Wild: Twice per day you make duplicate any effect you have witnessed in the last 5 round that you are physically able to perform. If the effect is a spell, you must pay all XP costs just as is if you had cast it, and must supply all costly material components. (Example: If you witness a Paladin use his Smite Evil attack, you may also make a Smite Evil within 5 round, but if you were to witness a dragons Breath weapon, you cannot duplicate the effect as you do no posses the proper anatomy).
<level 13>

House of Cards: Once per day you make use the Deck of Desire to produce a Blade Barrier effect. While the barrier is in effect, you lose all benefits, activated and passive, of the deck.
<level 19>

Lady Luck: 1 per week, you may use Planar Ally, Greater except that you may only summon Lady Luck (see below).
<level 20>

Prismatic: Once activated the weapon takes on a random elemental attribute.
1: +1d6 Fire
2: +1d6 Cold
3: +1d6 Electricity
4: +1d6 Acid
5: +1d6 Sonic
6: +1d6 Force

Lady Luck
CN Large Outsider (Extraplanar, Chaotic)
Init +?; Senses Trueseeing; Listen +?, Spot +?
Language: Common, ???
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AC 27, touch 19, flat-footed 24
(+3 Dex, ,+4 Armor, +4 Natural, +6 Luck)
hp ?? (18 HD)
Fort +?, Ref +?, Will +?
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Speed 30 ft. (6 squares)
Melee +5 Silver Longsword
Space 10 ft.; Reach 10 ft.
Base Atk +18; Grp +26
Atk Options ???
Special Actions ???
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Abilities Str 18, Dex 16, Con 14, Int 20, Wis 22, Cha 28
SA special attack
Feats ???
Skills ???
Advancement by character level
Possessions ???
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Stuff attacks and such
Garryl

03-02-08, 11:38 PM
My apologies if this is an over or underpowered item. It's my first shot at making a Legacy Weapon, and the only resources I have to try to balance it are the Weapons of Legacy web enhancement and the section at the back of ToB. Feedback is appreciated.

In my campaign, Vlamtomien is designed as an intelligent weapon opposed to another, similar legacy weapon, The Deathforge, a Lawful Evil weapon.


Vlamtomien - This intelligent Longsword was forged with the flames of a Phoenix being reborn. As a legacy weapon, its powers grow with the character who wields it. This unusually sharp Longsword is of a reddish colored metal. Its hilt looks like a fiery red bird, a ruby for the pommel grasped in its talons and its wings extended to form the guard.
Non-leagcy properties: +1 Longsword. All damage derived from Vlamtomien's enhancement bonus is dealt as fire damage. Cost: 2,300 gp
Omen: When swung, flames travel down the blade from the guard to the point.
History: Vlamtomien was forged in the heat of a Phoenix being reborn. While the entirety of its construction did not use this heat source, the Phoenix flames were used in certain key points. The Phoenix had been slain in combat with an Abyssal Pyro-Hydra, the same hydra whose heart was used as a forge for the weapon known as The Deathforge. As an unintended side-effect, Vlamtomien and The Deathforge are linked together, forever destined to oppose each other until one is destroyed. (DC 15)

Legacy rituals: Forged in Flame: You must temper Vlamtomien in the heat generated by a creature with the [Fire] subtype. The creature need not be willing, or even alive. This process can be completed by taking at least 10 points of fire damage over at most 10 consecutive rounds while wielding the sword, or by thrusting Vlamtomien into the creature's smoldering corpse. Cost: 2,500 gp. Feat Granted: Least Legacy (Vlamtomien)
Trial By Fire: You must fight a creature with resistance to fire of at least 5 and with a CR of your character level or higher and successfully deal fire damage to it (bypassing or surpassing its resistance) for three consecutive rounds without taking any fire damage from that creature for the same time. Cost: 15,000 gp. Feat Granted: Lesser Legacy (Vlamtomien)
Enmity's End: Vlamtomien's wielder must seek out and defeat the current wielder of The Deathforge in single combat. Once started, the duel can only be ended by the death of one of the participants. Both Vlamtomien and The Deathforge have +20 circumstance bonuses to their Ego scores to prevent their wielders from ending the duel prematurely. Cost: 47,500 gp. Feat Granted: Greater Legacy (Vlamtomien).

Wielder requirements: Non-evil alignment, Base attack bonus +3, Speak Language (Ignan), Knowledge (The Planes) 2 ranks.

Personal costs:
Wielder Attack Save Hit Point
Level Penalty Penalty Loss Abilities
5 - - - +1 Longsword, Fiery Enhancement
6 - - 2 Burning Brand 3/day
7 - - 2 +1 Flaming Longsword
8 - -1 - Fire Resistance 5
9 - - - Fiery Return
10 -1 - - +2 Flaming Longsword
11 - - 2 Phoenix Fire
12 - - 2 Intelligence, Deathforge Duel, Burning Brand 6/day
13 - -2 - Fire Resistance 10
14 - - 2 +2 Flaming Incinerating Longsword
15 - - - -
16 - - 2 Fiery Justice 1/day
17 -2 - - +3 Flaming Incinerating Longsword
18 - -3 - Fire Resistance 15, Burning Brand at Will
19 - - 4 Rebirth
20 - - 2 +4 Flaming Greater Incinerating Longsword

Fiery Enhancement (Su): All damage derived from Vlamtomien's enhancement bonus is dealt as fire damage.
Burning Brand (Su): Beginning at 6th level, you can initiate the Burning Brand maneuver (Desert Wind 2, swift action boost, lasts until the end of your turn, reach +5" and all damage done is treated as fire damage) three times per day. At 12th level, you may initiate the maneuver six times per day, and at 18th level, you can initiate it at will. Your Initiator level for the purposes of initiating this maneuver is equal to your character level.
Fire Resistance (Su): Starting at 8th level, you gain resistance to fire while wielding Vlamtomien. At 8th level, you ignore the first 5 points of fire damage that you would take from any source. At 13th level, this improves to the first 10 points, and at 18th it increases to the first 15 points.
Fiery Return (Su): Beginning at 9th level, you may call Vlamtomien to your hand as long as it is within 50", even if you do not have direct access to it. This takes a move-equivalent action to perform, and the sword appears in your hand in a harmless burst of flame.
Phoenix Fire (Su): Beginning at 11th level, you can throw Vlamtomien as a standard action once per day. Vlamtomien can be thrown up to 90" with no penalty for range, dealing an additional 6d6 points of fire damage to a hit. The magical sword appears to transform into a flaming phoenix as soon as it leaves your hand, flying towards your target. The sword returns to your hand in a flash of flame as soon as it hits (or misses), which will generally be well before the end of your turn.
Intelligence: Beginning at 12th level, Vlamtomien will reveal its nature as an intelligent magical item to you. Vlamtomien is a Chaotic Good Longsword with Intelligence 10, Wisdom 16, and Charisma 16. Vlamtomien can communicate audible speech, and speaks Common and Ignan. It perceives its surrounding with Darkvision, Blindsense, and hearing to 60". Vlamtomien's Ego score is 11 + its enhancement bonus (including it's secondary properties of Flaming +1, Incinerating +2, and Greater Incinerating +4, as applicable). If any greater abilities are awakened, this increases to 15 + enhancement bonus. Personality-wise, Vlamtomien prefers to keep to itself.
Deathforge Duel (Su): Beginning at 12th level, you may initiate a duel with the current wielder of The Deathforge for the Enmity's End greater legacy ritual. You and your foe are surrounded by a 60" radius ring of fire equivalent to a Wall of Fire spell (Caster level 20th) facing outwards. The wall will move with your battle if both combatants shift in the same general direction. Anyone attempting to interfere will be attacked by a 9-headed Fiendish Pyro-Hydra and a Phoenix until they back off. Both Vlamtomien and The Deathforge receive a +20 circumstance bonus to their Ego scores to prevent their wielders from prematurely ending the duel. This is a fight to the death.
Fiery Justice (Su): Beginning at 16th level, by waving Vlamtomien above your head and yelling out the command phrase is a clear voice, you can unleash a blast of flame centered on your position. This ability has an area of a 40" radius burst. This fire is helpful to your allies and harmful to your enemies. Non-evil allies within the blast feel a soothing warmth that cauterizes their wounds, healing them for up to the total amount of damage they have taken since the end of your last turn, to a maximum of 5d6 hit points. This effect also stabilizes any unconscious and bleeding allies within its effect. Non-good enemies are dealt 10d6 fire damage instead, and may make a Reflex save (DC 17 or 15 + Cha modifier, whichever is higher) to take half damage. Creatures about which you and the sword disagree upon are unaffected. In the case of creatures about which you are unaware, only Vlamtomien's opinion determines whether they are treated as enemies or allies. This ability may be used once per day.
Rebirth (Su): Beginning at 19th level, should you die while wielding Vlamtomien, the sword will cast True Resurrection on you as a free action, no more than once per month. Your body is cloaked in a wreath of flame that deals 5 fire damage to anyone that strikes you in melee for the rest of the encounter.


Note: The Incinerating and Greater Incinerating weapon properties are homebrewed and inspired by the Warcraft 3 Firelord hero. They, too, are untested.

Incinerating - Living flames cling to anyone struck by a weapon with this property. Any living creature hit takes an extra 1 fire damage for each time that Incinerating weapon has hit them while the living flames were active. Also, if the victim dies, he or she explodes for 2d6 fire damage in a 10" radius burst (DC 16; Reflex half). The wielder is protected from this explosion. The flames go out if not refreshed at least once every 3 rounds.
Moderate evocation; CL 11th; Craft Magic Arms and Armor, Wall of Fire; Price +2 bonus.

Greater Incinerating - Living flames cling to anyone struck by a weapon with this property. Any living creature hit takes an extra 1d4 fire damage for each time that Incinerating weapon has hit them while the living flames were active. Also, if the victim dies, he or she explodes for 5d6 fire damage in a 15" radius burst (DC 19; Reflex half). The wielder is protected from this explosion. The flames go out if not refreshed at least once every 6 rounds.
Strong evocation; CL 17th; Craft Magic Arms and Armor, Meteor Swarm; Price +4 bonus.