|
jester
|
Bastard Swords Baarane's Bastard Sword There are three swords created by the legendary weapon forger Baarane. They are a long sword, short sword, and bastard sword. All weapons have some properties in common. All three are: * +2 weapons to hit and damage (considered +4 for attacking creatures which require a certain + to-hit) * After the first round of combat, the wielder will ALWAYS strike first in the round, regardless of dexterity or other modifiers. * All radiate Continual Light in a 60' radius. Light CANNOT be controlled by the wielder: it is ALWAYS on when the weapon is drawn. * When wielded, the light pouring from the blade creates a "strobe" effect in front of the wielder, adding 2 to his AC for all frontal attacks. * Color Spray/Hypnotic Pattern (and similar spells) have no effect on the wielder or on anyone standing behind the wielder within the radius of light emitted by the blade. * Blade can cast Jump spell at will, up to 5 times/day. * Each blade has it's own set of additional properties. Baarane's Bastard Sword (additional properties) * Alignment: Neutral * Intelligence: Not intelligent * If used two-handed, has a 10% chance of disarming an opponent on a successful "to-hit" roll. It can only disarm an opponent using a one-handed weapon. * On a natural 20, if the opponent is wielding a non-magical weapon, it will shatter that weapon. If the opponent is wielding a magical weapon, he must save vs. Paralyzation (bonus equal to weapon plus) or be disarmed. * If the wielder concentrates on this sword for more than one round, it will point in the direction of the nearest of the other two swords. If the other sword lies on another plane, the bastard sword will point straight up. There is no range limit on this power. * The Bastard sword was created for one purpose: to destroy the other two swords. If this sword is drawn in the presence of one of the other two blades, the wielder must make a save vs. spells at -4. Failure to save causes the wielder to enter a berserk rage, and attack whoever is holding the other sword. If the save is made, the wielder becomes aware of the special purpose of the weapon, but resists the rage. * In combat with someone wielding one of the other Baarane's Swords, if a natural 18, 19, or 20 is rolled, the other sword is destroyed. A magical explosion occurs doing 5d4+20 points of damage to all within a 20' radius of the combat. If this weapon manages to destroy both of the other swords, it loses all it's special abilities, but retains those abilities common to all three swords. The Good and Evil swords were created as an experiment by Baarane. Considering them too powerful, he secured them in a vault, where they were later stolen by adventurers. Outraged and angered, Baarane created the Bastard Sword in order to exact revenge on those who had stolen from him. Expecting that an Adventurer's natural curiosity would do his work for him, he presented the Bastard Sword to an adventuring acquaintance as a gift. In time, he knew, someone who used the Bastard Sword would follow it's gentle tugs and... He would have his revenge!!! Baarane felt that whatever powers remained in the Bastard Sword after the destruction of the other two would be suitable reward for the warrior strong enough to complete the task. Bastard Sword of Paladins Once upon a time, a mage guild got together and decided it was a good idea to create a magic item for each of the classes. Being mages, they created items for each school of magic, a staff for the druids, a harp for the bards, and a magic shape-shifting weapon for the clerics. They also created three swords and a dagger. One of these is the weapon here described. This weapon behaves as a +5 Holy Avenger plus other powers: 1) Gives Holy avenger powers to any Lawful Good fighter class or subclass or Lawful Good cleric that can use a sword. 2) Makes owner completely immune to even magical diseases. 3) Causes all healing cast by owner to heal an extra point of damage. 4) Works as a mace of disruption using wielders level as level of cleric (not -2). 5) Edges glow a light red when within 60' of undead, or creatures from the lower planes. The weapon doesn't glow except when owner desires or detect ability is activated. Detect is about as bright as a candle. When owner desires light, the sword glows like a Continual Light. Crystal Sword To hit/damage adjustment: +2 or +3 Special abilities: Language translation (see below) A bastard sword made out of a large single piece of quartz crystal. Magic makes it the same weight and hardness of a regular 2-handed sword and provides it's special ability which is not obvious or always known). When held so the user can see through the blade, it translates any written language into any other of the DM's choice, usually common, dwarven or elven. Can be used 3-5 times a day, and each charge lasts for ten minutes. Note: It can only be activated on command! It thus has a limited intelligence that only pertains to translation (which may not always be precise). The sword must (obviously) be clean to be useful for this purpose. The work to be translated must be clearly visible and of a sensible language. Possible option: only allow it to translate from one specific language to another. Demon Bane This bastard sword is +3 for all normal purposes, but has several powerful functions when used against Demons. The wielder of the sword is immune to all magical effects and spells caused or cast by any demon, directed specifically at the wielder. For any other effects, the wielder gains a +4 on any saving throws, and will even get a saving throw if there was none before. The sword glows a deep blue whenever a Demon gets within 120'. On a hit of a natural 20, if intended, the sword will hit and shatter the Demon's amulet. In fighting Demons, the sword is +5. The sword is only usable by Lawful Good char's. Demon Sword This +2 bastard sword is a polymorphed Type IV Demon (or Tanar'ri, True - Nalfeshnee if you wish) and can throw all the spells that such a creature could throw. The wielder should not be told this. The demon will cast whatever the wielder asks. The sword will exact its payment each midnight in hit points (1hp +1hp for each power used). You could scale this up to reflect the different spell levels, if the character can take the losses. The sword communicates through telepathy. The wielder can only be rid of the sword if Remove Curse releases the demon from its imprisonment in the sword, free to cause mayhem on the party. Icelord A Frostbrand Bastard Sword of pure white crystal. It has the powers of Cone of Cold and Wall of Ice per day each at the 10th level of ability. The powers are activated by the command word "Iceman". Juris Est Juris Est is an artifact that was created by the lords of Law. It was many years in the making, and has many wonderful powers. Powers: Intelligence of 20. Ego of 20. Communicates telepathically with wielder. Lawfully aligned. +5/+5 vorpal bastard sword. Does triple damage to chaotic creatures. Protection from Chaos (wielder). Detect Chaos (twenty feet). Acts as a mace of disruption. Lightning bolts (6d6 once per melee round).Resurrect (as a twentieth level cleric) once per week. psionic ability: 400 points. All attack and defense modes. Major psionic disciplines: telekinesis and energy control. Minor disciplines: ESP, empathy, levitation and precognition. Lifekeeper Bastard sword +2 INT: 14 EGO: 10 Alignment: Chaotic Neutral (VERY slight evil tendency) * Can detect secret doors within 5' * Detect traps within 10' * Can cast cure light wounds on owner 3 times/day * Can fire 8 magic missiles per day (360' range) (no more than 4 per volley) * Speaks demon, common, alignment, and 1 other language of the DM's choice While the sword is chaotic neutral, it is fairly quiet, preferring to be left alone. When it does speak, it tends to be brisk and to the point; rarely tactful. The sword's slight evil tendency is perhaps inherited from it's previous owner of several years, a cabman demon. Stormblade This is a +3 two-handed bastard sword that can Control Weather 3 times per day. Once a week, the wielder may shapechange into a Storm Giant for the duration of 1 round per level of the wielder of the blade. The secret of forging these ancient weapons are said to have died with the ancient Shamanistic ancestors of various barbarian tribes (in my world) Swords of Darkness These bastard swords' blades are not made of steel of any kind, but from the very stuff of darkness, negative material. These blades ignore any kind of armor, slicing right through it (though not destroying it). When striking, they do 4d6 hp damage, draining the life force of the creature hit directly. They have no bonuses to hit per se. When passing through armor or other physical objects, it leaves a trail of ice crystals and coldness behind. Those struck by this kind of sword for more than 16 hp, must save vs. paralyzation, or be stunned for the next round. A very few (1% at best) of these swords has such a strong conduit to the negative material, that they do 6d6 hp damage, save vs. death magic or lose a level and save vs. paralyzation or be stunned for d4 rounds. Sword of Ever-Hitting Bastard sword Player always hits, but a die roll is needed. The player needs a 19 to hit the opponent, he rolls a 12 (with all bonuses), he hits but takes the remainder of [19 (to hit) - 12 (die roll) = 7 points of damage] 7 pts of damage. The catch is that the player doesn't know how the sword works and only a Detect Magic can help in finding it out or a cleric healing the charachter, after a Cure Light Wounds or such is cast. If the charachters are low level, I wouldn't suggest it, only the healty fighters or bards can really use it with its negatives. Note: creature needs a +1 magic weapon to hit, 1 additional point of damage is taken from the wielder of the sword, if +2, 2 points, ect... Sword of Force (+2 Sword of Force Energy) Normally in the form of a bastard sword, this sword bestows the benefit of the spell Shield when drawn. The Faithful of Tempus This is a truely ancient blade and is rumored to have been created by some of the earliest followers of the then young God, Tempus Lord of Battles. The weapon is a Bastard Sword with a double serated edge and the blade is wholly covered in runic designs of mostly unknown origin. The blade is always covered with small splashes of blood and it doesn't matter how many times and how thoroughly you clean it, it will still regain the blood splashes after a while. The pommel of the sword contains a blood red ruby of the design of a drop of blood. The faithful reacts as a +2 weapon to figure to-hit numbers. Once per day the wielder can invoke Battlerage upon himself and 1 person per 3 levels of experience. This is handled as you would a Beserker-fighter. The Beserker gains a +2 to hit and +3 to damage (this is not included in the +2 for the wielder i.e. +4; +5 for wielder) but suffers a -1 on armor class. The Beserker's hitpoints may fall to as low as -20 before he is slain. If he is on a negative hit point when the final foe falls he must make a system shock or too be slain. Immediatly his hit point's are adjusted to 1 if he succeeds the check. If anybody of Lawful alignment tries to wield the faithful they take 4d4 hp of damage - no save, due to the chaotic nature of the blade. Whiteblade The whiteblade is of off world origin, it's metal is white, and it's steel handle is wrapped in some white leather. It's powers are somewhat mysterious as they have no visible effects. It is just a bit longer than a bastard sword, but still easily wielded one or two handed. The whiteblade was crafted to fight undead, and is actually extra-planar in origin, being the weapon of an angel. In the hands of a good warrior it acts as a defender +4. it's only other power is that it renders its wielder completely immune to the draining effects of all undead and demons. It has a benign intelligence of 15, meaning that while it is aware of its nature, it has no driving desire to accomplish anything... And as long as it is doing it's job, it's happy. Broad Swords Blue-blade This sword is +3 as to what it can hit. However, it has no pluses to hit since it hits on any roll other then one. It does only one point of damage with each hit (+ one-half the strength bonus). This makes it a kind of mixed blessing. Broad Sword of Warriors Once upon a time, a mage guild got together and decided it was a good idea to create a magic item for each of the classes. Being mages, they created items for each school of magic, a staff for the druids, a harp for the bards, and a magic shape-shifting weapon for the clerics. They also created three swords and a dagger. One of these is the weapon here described. This +5 weapon has many special powers: 1) It acts as a sword of defense. 2) Any magic weapon attacking the wielder of the weapon becomes the reverse of its normal pluses (a +3 weapon becomes a -3, a -1 cursed sword become a +1 sword) for purposes of attacking the wielder. 3) When sword is in hand the wielder is immune to dismemberment (such as from a sword of sharpness or a vorpal weapon). 4) Damage from this weapon cannot be healed by regeneration. If it kills a vampire, the vampire stays gaseous until it gets hit by sunlight |