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Cluebat and the Hand of Fate (Parodying a popular RPG and show cliche, one of many)
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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3671862" data-attributes="member: 53470"><p>I have added other touches, such as critical hits, critical fumbles and 1'd saves doing really interesting things that aren't intended by the functions of the weapons.</p><p></p><p>Cluebat</p><p></p><p>The Cluebat is a merciful greatclub +3. If a foe has been hit with it in combat, they must make a Will save (DC 10 + damage dealt) or take a -2 morale penalty to all attack rolls for 12 hours. On a critical hit, the morale penalty doubles. Dispel Magic or similar abjurations of equal or greater value can negate this penalty. </p><p></p><p>If anyone would fail an Int or Wis (ability or skill) check, or a save against an Illusion or ECMA, you may attack them with it as a free action. It automatically hits, but if you succeed on the roll, they get a +n circumstance bonus to the roll, where n is equal to the damage dealt. A natural 1 (or Int and Wis both at 6 or less) means the damage is lethal, and the target must make a will save (DC 10 + damage dealt) or take 1d6 points of Int, Wis and Cha damage from brain injury.</p><p></p><p>If the target's Int or Wis are less than 6, or a being of pure stupid, that being must make a Will save (DC 10 + damage dealt), or become suicidal at the realization of how stupid and useless they are (Dispel Magic, Break Enchantment and similar spells of level 4 or greater can cure this suicidality if cast before the subject carries out his deed. Calm Emotions has a 50% chance of working.). Beings with Int and Wis both at 6 or less do not get a saving throw. A natural 1 on the save means the overload of clue annihilates them from the gene pool immediately, possibly doing the world (and the poor sap in question) a favor.</p><p></p><p>Medium divination (true strike), faint conjuration (cure light wounds)</p><p>CL 8th.</p><p></p><p>Inspired by a similar magic weapon on the Order of the Stick boards.</p><p></p><p>Hand of Fate (axiomatic glove)</p><p></p><p>The Hand of Fate was created by a powerful mage who saw her lover, enslaved by his former teacher, betray her party. She decided to use her power to break the enslavement in a way she felt was very well deserved, before ultimately forgiving him.</p><p></p><p>To use the Hand, one must make a melee touch attack with the user's Charisma added to both the attack and damage roll. If it succeeds, the target must make a Will Save (DC 10 + Cha mod + damage dealt) or be instantly swayed to the side of the user, as the Hand literally "slaps/knocks/beats some sense into him". </p><p></p><p>The attack deals 1d8 nonlethal damage base, though lethal damage may be applied to the roll as needed, without penalty. Being axiomatic, chaotics get the ill effects of a negative level as long as they are wielding it, and chaotics that are hit with it take an additional 2d6 damage of the same type as the attack itself.</p><p></p><p>The effect breaks all enchantment/compulsion/mind-affecting spells on the user not caused by the Hand itself, and creates a permanent effect of domination. The subject feels intense shame over his past actions, and abhors the very thought of them. He also earns a -5 morale penalty to attack rolls, skill and ability checks, and saving throws for 2d6 hours due to the intense shame. </p><p></p><p>A natural 20 on the attack roll or a natural 1 on the save allows an added incentive to avoid returning to the subject's wicked ways. It means that the victim is also affected as by Mark of Justice, except that the breach of the command that activates it triggers an effect identical to the monk's quivering palm. In addition, you may trigger it at any time, but the subject gets a saving throw to evade the quivering palm effect (as the monk ability). A successful save triggers a Bestow Curse effect (rather than Quivering Palm), and eliminates the Mark of Justice, but it doesn't remove the dominate effect. </p><p></p><p>A natural 20 on the attack roll AND a natural 1 on the save mean that the subject doesn't get a save to resist an arbitrarily triggered version of the effect.</p><p></p><p>Only a wish or a miracle are guaranteed to undo the effects of the Hand of Fate.</p><p>Break Enchantment works fully only on a natural 20 on the caster level check.</p><p>Remove Curse can work on the quivering palm effect or the Mark of Justice, but only on a natural 20.</p><p>Limited Wish has a 50% chance of working on the whole effect.</p><p></p><p>Medium evocation [lawful], medium abjuration, strong enchantment, medium necromancy (dominate person, command, break enchantment, mark of justice, slay living, order's wrath), CL 18th.</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3671862, member: 53470"] I have added other touches, such as critical hits, critical fumbles and 1'd saves doing really interesting things that aren't intended by the functions of the weapons. Cluebat The Cluebat is a merciful greatclub +3. If a foe has been hit with it in combat, they must make a Will save (DC 10 + damage dealt) or take a -2 morale penalty to all attack rolls for 12 hours. On a critical hit, the morale penalty doubles. Dispel Magic or similar abjurations of equal or greater value can negate this penalty. If anyone would fail an Int or Wis (ability or skill) check, or a save against an Illusion or ECMA, you may attack them with it as a free action. It automatically hits, but if you succeed on the roll, they get a +n circumstance bonus to the roll, where n is equal to the damage dealt. A natural 1 (or Int and Wis both at 6 or less) means the damage is lethal, and the target must make a will save (DC 10 + damage dealt) or take 1d6 points of Int, Wis and Cha damage from brain injury. If the target's Int or Wis are less than 6, or a being of pure stupid, that being must make a Will save (DC 10 + damage dealt), or become suicidal at the realization of how stupid and useless they are (Dispel Magic, Break Enchantment and similar spells of level 4 or greater can cure this suicidality if cast before the subject carries out his deed. Calm Emotions has a 50% chance of working.). Beings with Int and Wis both at 6 or less do not get a saving throw. A natural 1 on the save means the overload of clue annihilates them from the gene pool immediately, possibly doing the world (and the poor sap in question) a favor. Medium divination (true strike), faint conjuration (cure light wounds) CL 8th. Inspired by a similar magic weapon on the Order of the Stick boards. Hand of Fate (axiomatic glove) The Hand of Fate was created by a powerful mage who saw her lover, enslaved by his former teacher, betray her party. She decided to use her power to break the enslavement in a way she felt was very well deserved, before ultimately forgiving him. To use the Hand, one must make a melee touch attack with the user's Charisma added to both the attack and damage roll. If it succeeds, the target must make a Will Save (DC 10 + Cha mod + damage dealt) or be instantly swayed to the side of the user, as the Hand literally "slaps/knocks/beats some sense into him". The attack deals 1d8 nonlethal damage base, though lethal damage may be applied to the roll as needed, without penalty. Being axiomatic, chaotics get the ill effects of a negative level as long as they are wielding it, and chaotics that are hit with it take an additional 2d6 damage of the same type as the attack itself. The effect breaks all enchantment/compulsion/mind-affecting spells on the user not caused by the Hand itself, and creates a permanent effect of domination. The subject feels intense shame over his past actions, and abhors the very thought of them. He also earns a -5 morale penalty to attack rolls, skill and ability checks, and saving throws for 2d6 hours due to the intense shame. A natural 20 on the attack roll or a natural 1 on the save allows an added incentive to avoid returning to the subject's wicked ways. It means that the victim is also affected as by Mark of Justice, except that the breach of the command that activates it triggers an effect identical to the monk's quivering palm. In addition, you may trigger it at any time, but the subject gets a saving throw to evade the quivering palm effect (as the monk ability). A successful save triggers a Bestow Curse effect (rather than Quivering Palm), and eliminates the Mark of Justice, but it doesn't remove the dominate effect. A natural 20 on the attack roll AND a natural 1 on the save mean that the subject doesn't get a save to resist an arbitrarily triggered version of the effect. Only a wish or a miracle are guaranteed to undo the effects of the Hand of Fate. Break Enchantment works fully only on a natural 20 on the caster level check. Remove Curse can work on the quivering palm effect or the Mark of Justice, but only on a natural 20. Limited Wish has a 50% chance of working on the whole effect. Medium evocation [lawful], medium abjuration, strong enchantment, medium necromancy (dominate person, command, break enchantment, mark of justice, slay living, order's wrath), CL 18th. [/QUOTE]
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