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Best Names ever given to PC's Weapons

I had a sorc who pretended to be a master swordsman who simply refused to dishonor himself by fighting lessers. He had a crappy sword (read normal) with a cool pommel that he named Exile. I tried to spread rumors that if it was ever drawn no one would survive, but the DM didn't really like the idea so it didn't work to well.
 

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My character is presently searching for a named pair of scimitars she once lost the opportunity to buy (at second level) because she didn't have 6 gold (in a silver standard).

Gust and Gale are a matched pair of Mastercraft, Mechanically Keen, Sirrated, Finessable Scimitars. +1 to hit, 1d6+1 damage, 15-20/x2 Crit, and on a confirmed critical, they open a bleeding wound, doing 1 HP damage per round until the wound is bound (DC 20 heal check) (and multiple wounds stack.)

These non-magic blades are a consuming passion of the character's, and she's willing to go to some lengths to get at them. Just the thought of what I could do with them, enchantment wise, once they're found, makes mey mouth water.

I'm thinking of giving them a "Speed when dual wielded," "Ac bonus (deflection) against Missiles when dual wielded," Possibly a levitate or fly ability, x per day.... My GM is big on magic items that don't give +x to hit and damage, but instead give neat abilities that tie in with the item's theme. Any ideas on what could be done with a pair of Wind-Based Finessable Blades?

- Kemrain the Keen.
 



Dogbrain said:
The fighter, of course, was henceforth known as "Mopslayer".

Ha!! That got me laughing. It conjures images of the janitor from Wierd Al's UHF in chainmail.

Behold the Mopslayer and be dismayed! :D
 


Darklone said:
Check out the dervish abilities, Kemrain ;)

Though I haven't checked the Complete Warrior yet, I'm looking at giving Gust and Gale the following abilities (for a rather powerful Combo.)

Gust: Chaotic, Mastercraft, (Non-Magically) Keen, Sirrated Scimitar of the Winds. +1 Enhancement Bonus to hit (From Mastercrafting), 1d6 +1 +1d6 (odds are 1's) Elemental Damage. Grants a +4 to disarm checks and grants a +1 Deflection Bonus to Ac against Physical Missile Attacks. (Chaotic as in, bypasses DR, not Anarchic.) Gale is Identical.

When Dual Wileded, the blade in the wielder's on-hand functions as a sword of Speed, granting an additional attack on a full attack action. In addition, together they grant a +4 Deflection bonus to AC against physical missile attacks, +2 Deflection bonus to AC vs. physical melee attacks, and a +2 Resistance bonus to reflex saves.

When drawn, the blades cause wind to whip around the wielder, flapping clothing dramatically and sweeping around sand and grit. Each sword drawn applies a -5 penalty to Listen checks, as the unnatural winds whirl and moan around the wielder. These winds grant the deflection bonus to AC, but cannot be silenced without magic.

Just some neat ideas... Don't even have the swords yet.. *pout*

- Kemrain the Storming.
 
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Let's see a player in a long running campaign had a sword named Soul Shadow, which at one time was the primary weapon of the deceased God of Death. It sucked souls and was an all around nasty, malavolent blade. It also had the unfortunate description of "Like Stormbringer but not as powerful" which got it the nick name "Drizzlebringer."

There was The Hammer of Malacor which also had the distinction of being labelled "The world's least subtle weapon." It was a large Maul that required a titanic unaugmented strength to use.

Dawnbringer was also in that game, which was a sword with various light powers and had the ability to actually do it's namesake and call the dawn.

Lots of cool magic stuff in that game.
 

Wrahn said:
It also had the unfortunate description of "Like Stormbringer but not as powerful" which got it the nick name "Drizzlebringer."

Dawnbringer was also in that game, which was a sword with various light powers and had the ability to actually do it's namesake and call the dawn.

Lots of cool magic stuff in that game.

Great post ! Just loved that "Drizzlebringer" !

Dawnbringer must be pretty powerful to bring dawn...

(Just a little addendum... I recently named even the creatures I summon with Summon VI. When I cast the Celestial Dire Bear (3.0) I finish the spell words by mentioning the specific name of the creature: "Astaris the Golden" for the bear... I also have names for the Unicorn, Arrowhawks (Voltz is one) and the d3 Dire Lions.)
 
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I was looking at creating a Wind-based dagger for a game once. Here are some powers I thought up when the item would be fully unlocked by slaying an air elemental whose spirit would be sucked into the blade and fuel its powers. The nice thing about it is that it will scale depending on the power of elemental that you are capable of defeating.

Wind Knife

Enhancement bonus: The Blade is +1 per 4 HD of the trapped elemental. If it is a Huge elemental, it gains the shock enhancement. If Elder the blade gains the Shocking Burst enhancement.

Distance Strike: The blade can channel sheets of air into knifelike sharpness, allowing the user to double his reach as a free action for 1 round per 2 HD of the trapped Elemental per day.

Wind Armor: When drawn, air moves violently around the wielder and provides a +2 cover bonus to AC, +4 vs missile weapons. It also provides a +2 to saves versus gas-based attacks.

Wind Wall once per day
Chain Lightning 1/week if the elemental is Huge or more.

The caster level of the Knife is equal to the HD of the trapped Elemental. If the Dagger is dispelled or broken then the Elemental is set free, enraged.

Without an elemental it is a +1 Dagger that ignores the DR of any creaure with the Air subtype. It retains the DR piercing ability with any elemental inside.

PS: I don't have a real name for this weapon yet...not sure if Wind Knife really catches my imagination.
 
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