A new weapon I created: A vampire-oriented legacy staff. [Archive] - Wizards Community

Post/Author/DateTimePost
Voldar_Mecorthio

12-18-06, 11:22 PM
Hi. I have no life, so when I'm bored I create D&D stuff. One particular product of boredom intrigued me, so I thought I would put it here to find out what the boardsurfers think. I don't have a name for it, but it's a quarterstaff that's geared toward vampirism. If you have an idea for anything, particularly a name, I would love to hear it.


This quarterstaff looks like a limb from a dead tree. It isn't polished, sanded, or anything, it's just a dead tree limb. Jet black, it almost looks like it was about to petrify. Dispite its unrefined appearance, it is unnaturally sturdy and preforms just as well as any quarterstaff, and with several sinister abilities... While being held, bright sunlight seems uncomfortable, though it gives no mechanical penalties innitially.

NON LEGACY ABILITIES: +1 quarterstaff.

5. Vampric, stage 1 [I]-Need lesser ritual
6.
7. Fangs
8. +2 quarterstaff
9. Vampiric, stage 2
10. Daylight weakness
11. Charm 1/day -Need greater ritual
12. +2 wounding quarterstaff
13. Vampiric, stage 3
14. Batman 1/day
15. Daylight Powerlessness
16. +3 wounding quarterstaff, Dominate 1/day
17. Vampiric, stage 4, transformation -Need greatest ritual
18. Batman 3/day, Fast Healing 1
19. +4 wounding quarterstaff
20. Vampirism, Vampiric, pinacle stage.

Vampric: The staff drains blood and life force, healing its wielder. This ability becomes stronger as time goes on, begining at stage 1 by having a 25% chance (4 on d4) of dealing 1 additional point of negitive energy damage on a successful hit, healing the wielder of one point of damage. When this occurs, arcane sigils scribed into the wood of the staff that are normally invisible momentarily flare to life, glowing faintly in a blood red hue (the wielder may voluntarily turn off the glowing sigils, on all stages, if he doesn't want them to glow). Against an undead or construct foe, this ability does nothing (the staff knows the enemy is immune and doesn't try to feed)

When stage two is attained, the staff deals 1d4 points of negitive energy damage on a successful hit and 25% chance instead of a flat 1, and heals the wielder for the same amount as it hurts them. The arcane sigils glow more brightly on a draining hit, and linger for a moment after the feeding is complete.

When stage three is gained, on a successful hit roll a d6: 1-3 nothing, 4-5 deal 1d4+1 points of negitive energy damage and heal accordingly, 6 deal 1d6+1 points of negitive energy damage and heal the same amount. The sigils glow brightly for the entirety of the combat.

When you get stage 4, on a successful hit roll a d6: 1-2 1d4 negitive energy damage, 3-4 1d6, 5-6 2d4. As always, heal acordingly. The sigils burn with the light of a candle for the entirety of the combat and 1d6 rounds afterward, though the wielder can voluntarily turn them off.

When the pinacle stage is aquired, ever successful hit deals 1d6 points of negitive energy damage, healing the same, and if the damage is 5 or 6 the victim must make a fortitude saving throw (dc 14+wielders charisma modifier) or gain a negitive level that lasts for one hour and never threatens permanent level drain. (this is otherwise equivilent to the spell Enervation)

Fangs: The wielder grows small fangs, if the character pins a foe he may drain blood, dealing 1d3+1 points of negitive energy damage and healing the wielder of the same amount.

Daylight Weakness: The wielder finds sunlight disorenting, dazing him for 1 round upon walking into bright natural sunlight (total cloud cover or rain prevents this, magical sunlight of any variety does nothing) and on every subsequent round he takes a -1 penalty on attack rolls and skill checks until he gets out of the sun.

Charm: Once per day the wielder may use Charm Person as a spell like ability, DC is 11+ wielder's Charisma modifier.

Batman: once per day the wielder may transform himself into a bat or dire bat. This lasts for up to three hours and is otherwise equivilent to the Polymorph spell. At 18th level this ability is usable 3/day. After he shifts back to normal form, every attack he hits is acompanyed by a Pow, Bam, Kapow, or similar sound for ten minutes.

Daylight Powerlessness: The wielder finds sunlight nausiating and painful. Upon walking into natural sunlight (except during an eclipse, thunderstorm, or other condition that would require cars to turn their headlights on) he is nausiated for one minute, and takes a -3 penalty on all rolls of d20s. After this one minute period he is dazed until he gets out of the sun and takes a -2 penalty on d20 rolls. If he spends an hour in constant sunlight, he must make a fortitude save (dc 17) or pass out, waking up after ten minutes of darkness or other headlight-provoking circumstances.

Dominate : The wielder can use Dominate Person as a spell-like ability 1/day. DC is 15+wielder's charisma modifier.

Transformation: Upon completion of the voidstone ritual, the staff no longer looks like a tree branch. It emerges as a smoothly polished staff of jet black darkwood (see DMG), with arcane sigils made of purest onyx (that occasionally glow, see Vampiric) It also is capped in a small figurine of a bat made of flawless black saphire. Once per day this figuring can fire a crackling bolt of black energy that acts as a maximized Enervation spell, DC 14+the wielder's charisma modifer.

Fast Healing 1: You gain fast healing 1. Who could have guessed that?

Vampirism: The staff's capping ability slays the wielder, no save. As the wilder of the artifact falls, the staff catches his soul, poisons it in the foul energies of unlife, and restores the wielder to life as a vampire. He gains the ability to advance in the Vampire template class, and automatically gains level 1 as part of the item's magic. (all remaining template levels are the wielder's responciblity to gain, though he doesn't have to.)

History:

I hate history. I slept through it in high school. If anyone has any ideas, I would welcome it.

Lesser Ritual
You must slay a living foe with no aid. You must then drink a concoction made of that foe's blood and rare spices worth 2000gp.

Greater Ritual
You must steal a relic (cleric's holy symbol, object of reverance from a church, etc) of a deity who doesn't like undead (Kelemvor or Pelor for examples from FR or grayhawk respectivly) and profane it by taking it to the negitive energy plane, destroying it, and letting the negitive energy consume the dust. You must then meditate for 24 hours, and bathe in the blood of a sentient creature mixed with oils worth 10,000gp.

Greatest Ritual
You must commit a henius act of corruption, such as successfully tempting a paladin to fall from grace, converting a cathedrial of an undead-hating deity to the forces of unlife, orgainzing the creation of an extremely powerful undead creature (like a flesh colossus, see ELH), or other evil deed that relates to undeath. You must then go to the negitive energy plane and after meditiating for 24 hours using reagents costing 25,000gp, throw the staff into a voidstone. It will be thrown back out, but transformed (see the ability).


There it is. What do you think?
Voldar_Mecorthio

12-19-06, 04:07 PM
:bump:
demonic_dante

12-19-06, 05:10 PM
what are the penalties of the weapon?

History shouldn't be that hard come on, your just being lazy.

What's up with the sunlight weaknesses, what benefit is gained because of them?

The vampiric thing is too complicated, I like the idea (and obviously its important to the weapon) but just having to go through all those rolls makes me not want to allow this.

Why would you mention car headlights? that's so weird and random, why not just say that whenever you would require a source of light to see, or even just bright sunlight like everything else says

The ramblings of Demonic_Dante