Connor's Weapon-a-Week Thread- Finally Updated 12/5!

Lizards Claw is in the works. But I can tell you now that it is, at its bare bones, a +1 punching dagger. Plus some other awsome abilities, of course.
 

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Lizards Claw

Ss'lissix was devistated. In a brutal fight with his mortal enemies, the insidious humans, the Yuan Ti pureblood had lost his right hand, his sword hand. A third of his fighting capability was suddenly gone.

He came to the tribe's greenmage and asked that he be granted a new hand, but he was denied. So disgusted was the greenmage by this pathetic warrior that Ss'lissix was cast from the tribe, left to wander the jungles on his own.

This would not do for the Yuan Ti, for he could not string a bow, nor wield a sword with any sort of prowess. The snakeman was crippled and knew it. All he had left was time. Time to think, time to find a place to die.

But leave it to fate to change the best laid plans of snakes and snakemen. Deep in the jungle Ss'lissix broke a tripwire, and was suddenly high in the air, caught in a magically reinforced net. Not five minutes later, the net was lowered, and the snakeman beheld a robed old human. The snakeman made a move for his sword, but the robed figure waved his hands, and broke Ss'lissix with some foul magic.

When he woke again, the snakeman found his right hand returned, in a way. Soddered to the bone was a giant claw. His muscles had regrown around its hilt, and somehow had grown stronger.

The mage, as it turned out, was an evil cultist of the Lord of the Flies, and had restored Ss'lissix's hand such that he could be one of the mage's thralls, an eternal servent in the cultist's fight agianst civilization. Even without the geas forced upon him, Ss'lissix gladly assisted the mage, whose name he never learned.

Years later, when the snakeman was a minor general in the mage's jungle army, and a war of epic proportions was taking place, with himself as one of the officers, Ss'lissix's unit was ambushed by elves and slaughtered. A great elven warrior ripped Lizard's Claw from the snakeman's cold corpse, and took it as his own, using the lizardman's own bone as a hilt.

Lizard's Claw is a +1 Punching Dagger, in addition to its other properties.

Once per day it can cast darkness as a 3rd level wizard. Once per day it can cast expedious retreat as a 1st level wizard.

For up to 5 minutes (50 rounds) a month, it can provide its user with Regeneration 2 (that is, the user gains 2 hp every round until max). This ability is command word based. The command word is "lizard" spoken in an ancient dialect- a strange combination of Draconic script and an ancient tongue of Yuan Ti used today only in the most ancient of Yuan Ti rituals.

Requirements:
3rd level caster, Darkness, Expedious Retreat, Stoneskin

Price:
Masterwork Punching Dagger: 302 gp
+1 enhancement bonus: 2000 gp
Darkness 1/day: 4320 gp
Expedious Retreat: 720 gp
Regeneration 5 min/month: 4000 gp (guestimate)

=

11342 gp
 



Here it is. I was going for a lower powered weapon, one suitible for a goblin chief, and here it is:

Glom’s Glyph

“ARRRRRGGGG!” roared goblin chief Glom. He wretched his axe from the spinal cord of yet another fallen elf. The onyx blade was more chipped than usual. A great crack had split it almost in two. When Glom turned to fend off the fallen elf’s companion, he was rewarded not with any sort of success, but with the onyx pieces of his axe. The elf’s morningstar bashed through the black rock like it was glass, and the shards flew from the broken weapon like arrows, piercing Glom in a shower of pain. The morningstar kept swinging, connecting with Glom’s arm and shattering it too, like glass. A blackness deeper than that of the axe shards fell upon Glom.

He woke back at the village, on a heap of rags in the healer’s tent. He sat. “Glom sacrificed much for tribe,” he growled at the healer, who had just entered the room. “What has our god granted Glom for his service?”

“The news is not good, my chief,” the healer said meekly. “Your arm will never heal, nor will the scars from your axe’s shards. Look.” He held out a piece of polished steel. Glom could see himself in it. His right side, the side that was his fighting arm and fighting eyes and fighting side, was in tatters. His arm was bent in places it shouldn’t bend, and it barely hung from his shoulder, held on by little more than bone. And deep scars were everywhere, a thousand cuts. And his right eye was gone, replaced by a mass of scar tissue and a glimmer of onyx.

Glom tried to slap the steel away, but when he grabbed for it with his right arm, it spasmed, pain flaring like a lit oil lamp. But it was not only physical pain that troubled him as he motioned the healer away and lay back down. What hurt him the most was that he knew it was over. He was chief no longer. If one could not fight, what was one? He was a cripple, but he still had the training and the experience. He still appeared to be a dangerous man. And that was why he had to leave. Leave before one of his sons or brothers finished him off. Leave.

“Healer,” he croaked. “Come to Glom.”

The healer entered the room, sat down next to Glom, who lay on his good side, his right arm like a dead animal on top of him, pushing him down. “We leave tonight. You and Glom, healer. You have always been Glom’s advisor, have spared Glom hundreds of times, rather than killing Glom while Glom rested defenseless in your care. You Glom trust, and no one else. You and Glom will go, and you will teach Glom your magic, and we shall return one day and retake this tribe, you and Glom. Better than now. More powerful than now.”

And years later, they did. Glom had grown into a powerful sorcerer, while the healer rose in his skill as an adept of magic. Using their magic, they crafted the weapons they would need to retake the tribe. Greatest among these was Glom’s Glyph, an onyx dagger that Glom held particularly dear to his heart. This dagger too breaks, but unlike the axe, it breaks when Glom wants it to…

Glom’s Glyph is, among its many properties, a +1 dagger. Glom imbued the dagger with helpful magic, specifically with regards to hunting and sneaking. The Glyph adds +4 to its user’s hide checks, and +2 to his move silently and spot checks.

But its most famous property is its chippings. When the user utters the word “break” in draconic (a standard action), a piece of the dagger chips off. The shard flies off and strikes a target of the user’s choosing. This ability is actually a flavorful version of magic missile, combined with a very minor illusion. The “shards” are but a magic missile spell (Level 1 caster), and their splitting but a minor glamour.

Pricing:

Masterwork Dagger: 302 gp.
+1 enhancement bonus:2,000 gp
Secondary powers:
+4 Hide: 640 gp
+2 move silently/spot: 320 gp
Command word activated Magic Missile (1st level caster): 3,600 gp
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Total: 6,862 gp
 

Very interesting work. I like it.
One question though. I noticed that on some of the items you go into the description of the item, and others you seemed to care more baout the history than giving any description for the item. Why is that?
 

Cools Items y0 :)

This is some stuff I created for a 17th level PC of mine.


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The Warpers Regalia (Battle Set)

Who or what the warper is and where it comes from is unknown exept to a special few who have dedicated themselves to keep it a mystery, the only thing that has ever been found about the warper is Drow Myth. The stories tell about a hellish creature that walks the maze of the underdark, bathing in a purple light and the fear it strikes in the hearts of those that encounter it and those very few who have escaped its wrath tell about the screams, its screams, its victims screams, screams in their dreams that drive them mad, the screams that'll haunt them for an eternity.
One drow battlereport was found which reported about how the patrolls they sent never returned and how screams surrounded them at night. The screams that the writer of the report even dreamt about at night, and then he it just said: "it is comming, the screams are comming nearer every minute. There are only a few of us left, Lolth knows what happens to those we sent for help. The light, the white..... now fills the halls and blinded guards are running into the almost abandoned barracks. I can the screams, I can feel its light burning. It's comming, i.."
The report was found covered in blood as the mutilated bodies covered the outpost when it was discovered by a High Elven war party hunting for drow and treasure in the underdark.
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Warper of Emotion (+1 Flaming, Frost, Shock, Screaming, Corrosive Mighty Composite longbow +4str; 1d8+7 +5d6 energy +special.)
This bow consists of only a shaft and no string or arrows are needed. When you take the shaft and pull a magical string and a magical arrow appear which can be fired normally.
The shaft normally looks like black bowshaft made from some strange crystal but when called upon for battle and drawn it turns into a column of flowing purple energy and when pulled a pitch black string will appear and a arrow pulsing with all the different energy colors will be laying on the drawn bow. Because of the radiating purple energies emitted from the shaft when drawn it emits a vague purple light (candle light) in a 20ft radius in which you can see clearly if you have low light vision. The fired arrow will radiate will the flowing energies as well and will shed bright light (as in a daylight spell) in a 30 ft radius when fired.
A aditional special power of this bow is within 30 ft of impact of its projectiles all water freezes solid. All living creatures that partly consist of water and organic matter must succeed at a Fort save DC 15 or take aditional 2d8 damage(cold energy type), if slain by this cold damage the target turns to ice (and can be shattered by doing 1 dam to it). Water elementals because of their nature must succeed at a Fort save DC 25 or be frozen solid. All hits on the frozen target are critical hits and a frozen target that is hit must succeed at a fortsave equal to 10+damage done. If the save fails the elemental shatters and is destroyed.
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The Reality Warper (+1 Aporting phasing Crystalline Cloth; AC 1 + special abilities.)
This strange looking armor is made out of liquid crystal and therefor can't be sundered. The armor just as the bow seems made from a strange black crystal but when donned and worn by a person of significant power(level 12+) and charisma(20+) it transforms into a perfect fitting shape around the body consisting of liquid crystal. The armor as the bow radiates a purple light(candle light) in a 20 ft radius in which one with low light vision can see clearly. The Armor convers the whole body and hides the facial features under a liquid helm, the armor can be shaped telepathically and the helm can disappear/appear (it flows around the head when called upon and takes the desired shape).
The armor has no weight and moves perfectly along with the body so it applies no maximum dexterity bonus to its wearers armor class.
Reality Warper special ability depends on the emotions(not AL bound) and nature(Lawful or Chaotic) of its wearer. There can be 2 effects, the first applies when a calm peacefull orderly person wears it, the wearer then ages twice as fast as he normally would. The second applies to chaotic wearers and those who surge with emotion and energy inside, the armor prevents aging of any kind magical or not on its wearer so he may never grow old and the armor may replenish and revel in the wearers energies and emotions that surge through him and the armor that now has almost become a part of him.
The wearer is also protected from elements and the first 5 points of any energy type are absorbed per round.
The Armors special abilities(from the mods):
Aporter
As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day.

Crystalline
This armor is made completely of crystal, although it possess all the qualities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a “fuzzy” appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack.

Phasing
The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassible wall
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The Warpers Alibi (Gwaerons boots of Strinding and Springing; the wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps. She can jump with a +10 competence bonus to Jump checks, and the wearer’s jumping dis:)tance is not limited by her height. The wearer of the boots is also under constant effect of the pass without trace ability.))
These boots are the same as the rest of the set, they appear as a strange pitch black item but when worn by someone with sufficient power(level 12+) and sufficient Dexterity(15+) they activate and grant the user the use of its special powers.
In addition to the powers it has the boots shed purple light in a 10 ft radius(candle light) in which low light vision can see clearly.
The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped.
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tensen said:
Very interesting work. I like it.
One question though. I noticed that on some of the items you go into the description of the item, and others you seemed to care more baout the history than giving any description for the item. Why is that?

I chalk it up to inconsistancy, more than anything. Some item ideas just grab me because I think "Hey, this could look really neat." and some because I think "hey, some evil thing could find this really useful." And depending on which happens, thats the thing i end up writing about...
 


I did? Well, that last one I forgot the prereqs, but... no, I'm seeing prices and prereqs on all of them, except for The Forsaken One's ones...
 

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