1001 minor traits for magic swords

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
36) Sword gives help on appraisal- it is intelligent and gives a dissertation on an item's long history, uses during that time and opinions on how it should be used more efficiently. if the item remain in the possession of the wielder then the sword says aloud its opinion if it is not used in its preferred way.

aid another Appraise
 

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Nookie

Explorer
41) Mocking Blade: The sword Giggles whenever an opponent misses the wielder. And verbally insults the opponent whenever the opponents is delivered an particularly devastating blow. Once per day it allows the wielder to Feint (as per the bluff skill) As a free action.

42) De forester: The weapon ignores the hardness of wooden objects.

43) Huntsman blade: When sheathed the weapon gs a +1 to survival checks when hunting for food.

44) Trait Blade: Pick one trait. With this weapon in hand you have that trait.

45) Vibrant: This weapon not only glow its leaves a visible trail of light whenever its swing. this harmless ribbon lasts for one round.
 

jonesy

A Wicked Kendragon
46) Thin Red Line. This sword grants +1 to attack to friendly characters standing right next to either side of its wielder.

47) Tripper. +1 to trip attacks by the wielder. +1 against trip attacks.

48) People's Choice. If most of the characters in the wielders party who made attacks during the previous round hit with them, the wielder receives +1 to attack this round. If most of them failed to do damage, the wielder receives -1 to damage.

49) Not Again. If the wielder scores two critical hits in a row against the same opponent during the same round with this sword, a third attack against that same foe during that same round with this sword will also be critical. If the character can not attack a third time he will instead receive a free attack against that same foe during that same round with this sword.

50) The Gravebuilder. This sword doubles as a shovel against earth, sand, gravel, packed earth and clay.

51) Two By Four. This extremely sharp looking sword causes blunt damage in normal attacks.

52) Steel Wheel. Each arrow fired at the wielder of this sword has a 5% chance of being deflected by it.

53) The Labyrinth Master. This non-intelligent sword will begin to hum very quietly when the character holding it is heading towards a dungeon exit (when inside a dungeon). It will also feel slightly warm when the character is close to a trap built into the dungeon (it will not detect magical traps, or traps not part of the dungeon structure). These grant the character a +15 bonus to any checks for finding the way out of a dungeon, and a +5 bonus to checks for finding non-magical traps part of the dungeon.

54) Barking Mad. This sword will go crazy if the character holding it is engaged against several opponents at the same time. The wildly swinging sword will negate any flanking bonuses to its opponents.

55) Sword of breakfast. This sword grants a +20 bonus to attacks against bread, butter, cheese and boiled eggs. This results in instant delicious sandwiches. You can also use it to stir hot liquids without looking silly.
 

BriarMonkey

First Post
56) Animal Foe: Against non-magical animals or beasts (such as swine, sheep, gophers, etc.) this weapon grants a bonus of +1 To Hit and damage.

57) Swimmer: This normally light blade grants its owner a +5 enhancement bonus on swim checks.

58) Weatherman/woman: When this weapon is held aloft and the command word given, images of the next 24 hours worth of weather for the local area can be seen in it's face/blade.

59) Chilly: When unsheathed, this weapon causes the temperature to drop by 5 degrees within a 5' radius circle, centered on the weapon.

60) Warm: When unsheathed, this weapon causes the temperature to rise by 5 degrees within a 5' radius circle, centered on the weapon.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
61 stabilize +1: once per day sword will give a stabilize and one hit point of healing. This is an automatic effect and will happen the first time the wielder goes unconscious and bleeds. it resets at sunrise.
 

darjr

I crit!
I Love this thread.

62) floater: Bearing this sword makes you neutrally buoyant in water no matter your encumbrance or what armor you're wearing. You can't exceed your maximum carrying capacity. At that max encumbrance level, around water, avoid last straws at all costs.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Drat, ninja'ed for 62!
62 63 coffee maker: three times a day, weapons pommel can be held and a cup of piping hot brew comes out into a cup when commanded. This effect resets at sundown for those on all night or late night guard duty.
 

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