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Hell-forged sword bond
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<blockquote data-quote="fba827" data-source="post: 5336876" data-attributes="member: 807"><p>My group stay out....</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Basic Premise: There is a small group of swords that are 'bonded' and originally used by the same 'cult' But I haven't yet fleshed out what the 'bond' really is.</p><p></p><p>The PCs (unknowingly) have one. And they might (unknowingly) fight an enemy that has another one (but they'll learn over the course of the battle that the two swords are connected). If they do fight that enemy, the PCs then have the possibility of eventually having two of these swords in their possession if they wanted, so I wanted to make it useful without being too over the top.</p><p></p><p>Thematically, it should be related to taking life to power yourself and your allies (and maybe a little fire or fear type effect - these are swords that were forged by devil's in Hell). But the swords themselves shouldn't be "evil" just tools. Also, the enemy that has the other one will have a habit of using a minor action every round to lick blood off his sword as part of his own individual power to get temp hp, but i could work that in to the power of the bonded sword if needed.</p><p></p><p></p><p>At absolute basic, I was considering</p><p></p><p>Property: Anytime you bloody a target or drop a target to 0 or fewer hit points, any bonded sword wielder within 10 squares gains temporary hit points equal to one-half their level.</p><p></p><p>But that strikes me as a little dry BUT it's the easiest to deal with.</p><p></p><p>Other things I considered were</p><p></p><p>Property: On a critical hit, the sword deals an extra +3d6 fire damage and the wielder gains resist 10 fire until the end of the encounter.</p><p></p><p>Property: When you reduce a target to 0, all sister swords within 10 squares gain a +3 power bonus to damage until the start of your next turn.</p><p></p><p>Property: Each bonded sword wielder knows the relative distance and direction and general health of the other wielders whenever that person is wielding their bonded sword.</p><p></p><p>Property (Fear): All enemies take a penalty to attack the wield of this sword equal to the number of bonded swords within 10 squares (aka if there is one bonded sword nearby, then people take -1 to hit either wielder). Creatures immune to fear are immune to this effect.</p><p></p><p>(I did strongly consider just mimicking the "ring of brotherhood" idea and making that the property of the swords, but the PCs already have rings of brotherhood, so I wanted this to not be the exact same thing).</p><p></p><p>Or I could just drop the 'bonded' property thing and just say they are used by the same cult but without any extra game mechanics.</p><p></p><p>Anyway, thoughts?</p><p></p><p>I'm more asking for concept ideas rather than mechanics, but game mechanics ideas are welcome too.</p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="fba827, post: 5336876, member: 807"] My group stay out.... Basic Premise: There is a small group of swords that are 'bonded' and originally used by the same 'cult' But I haven't yet fleshed out what the 'bond' really is. The PCs (unknowingly) have one. And they might (unknowingly) fight an enemy that has another one (but they'll learn over the course of the battle that the two swords are connected). If they do fight that enemy, the PCs then have the possibility of eventually having two of these swords in their possession if they wanted, so I wanted to make it useful without being too over the top. Thematically, it should be related to taking life to power yourself and your allies (and maybe a little fire or fear type effect - these are swords that were forged by devil's in Hell). But the swords themselves shouldn't be "evil" just tools. Also, the enemy that has the other one will have a habit of using a minor action every round to lick blood off his sword as part of his own individual power to get temp hp, but i could work that in to the power of the bonded sword if needed. At absolute basic, I was considering Property: Anytime you bloody a target or drop a target to 0 or fewer hit points, any bonded sword wielder within 10 squares gains temporary hit points equal to one-half their level. But that strikes me as a little dry BUT it's the easiest to deal with. Other things I considered were Property: On a critical hit, the sword deals an extra +3d6 fire damage and the wielder gains resist 10 fire until the end of the encounter. Property: When you reduce a target to 0, all sister swords within 10 squares gain a +3 power bonus to damage until the start of your next turn. Property: Each bonded sword wielder knows the relative distance and direction and general health of the other wielders whenever that person is wielding their bonded sword. Property (Fear): All enemies take a penalty to attack the wield of this sword equal to the number of bonded swords within 10 squares (aka if there is one bonded sword nearby, then people take -1 to hit either wielder). Creatures immune to fear are immune to this effect. (I did strongly consider just mimicking the "ring of brotherhood" idea and making that the property of the swords, but the PCs already have rings of brotherhood, so I wanted this to not be the exact same thing). Or I could just drop the 'bonded' property thing and just say they are used by the same cult but without any extra game mechanics. Anyway, thoughts? I'm more asking for concept ideas rather than mechanics, but game mechanics ideas are welcome too. Thanks in advance. [/QUOTE]
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