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Help Me with Creating Some Magical Weapons
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<blockquote data-quote="Bigwilly" data-source="post: 1574936" data-attributes="member: 16730"><p><strong>Lacking a theme</strong></p><p></p><p>While naming the weapons is a good start, these weapons have no 'colour' or overall theme. I can't help with a theme as I don't know your setting but here are some examples of unique weapons from my homebrew campaign:</p><p></p><p>‘Frostbite’, cursed +1 rapier, +2d6 cold damage (wielder takes half cold damage), temperature around wielder 20 degrees lower than ambient - was wielded by a half-fiend (cold resistance) and found with a ring of warmth (3.0 version that gave cold resistance 5)</p><p></p><p>'Tooth' and 'Claw' - a paired longsword and shortsword wielded by a henchman of a blue dragon.</p><p>Tooth: longsword+1, +1d6 electricity damage. The blade is made from an intricately carved adult blue dragon tooth, matched to a blue dragonhide hilt with a large sapphire set in the pommel. Lightning plays along the blade when drawn.</p><p>Claw: shortsword+1, +1d4 electricity damage. The blade is made from an intricately carved adult blue dragon claw (the same adult blue dragon), matched to a blue dragonhide hilt with a medium sapphire set in the pommel. Lightning plays along the blade when drawn. </p><p>When wielded as a pair, the weapons allow the wielder to make a full attack comprising a single attack at his full attack bonus with tooth and two attacks at –5 with claw. They also confer electricity resistance 10 and, once per day, can be brought together with a ‘clackle’ to generate a 60 ft-long lightning bolt (8d8 damage, DC20 reflex for half). </p><p></p><p>'Serlon the Shifter' a chaotic intelligent blade</p><p>Enchanted+2 (8,500 gp); Alignment: CN; Int 10, Wis 14, Cha 14; Speech (Common); 2 lesser powers: protect from law 3/day (+1,000 gp); alter self at will - any bladed weapon from a small dagger to a medium longsword or large shortsword (+3,000 gp); 120 ft vision and hearing; (+4,000 gp); Special purpose: Defeat/slay law; Special purpose power: polymorph wielder 1/day (+50,000 gp); Ego 2+2+4+2+2=12 (66,666 gp in total)</p><p></p><p>These are just some ideas. What worked in my campaign might not work in yours. Ask yourself why the dwarf made them and for what purpose. High powered items suck experience, so they are not something that you churn out because you felt like making a magic item.</p><p></p><p>Bigwilly</p></blockquote><p></p>
[QUOTE="Bigwilly, post: 1574936, member: 16730"] [b]Lacking a theme[/b] While naming the weapons is a good start, these weapons have no 'colour' or overall theme. I can't help with a theme as I don't know your setting but here are some examples of unique weapons from my homebrew campaign: ‘Frostbite’, cursed +1 rapier, +2d6 cold damage (wielder takes half cold damage), temperature around wielder 20 degrees lower than ambient - was wielded by a half-fiend (cold resistance) and found with a ring of warmth (3.0 version that gave cold resistance 5) 'Tooth' and 'Claw' - a paired longsword and shortsword wielded by a henchman of a blue dragon. Tooth: longsword+1, +1d6 electricity damage. The blade is made from an intricately carved adult blue dragon tooth, matched to a blue dragonhide hilt with a large sapphire set in the pommel. Lightning plays along the blade when drawn. Claw: shortsword+1, +1d4 electricity damage. The blade is made from an intricately carved adult blue dragon claw (the same adult blue dragon), matched to a blue dragonhide hilt with a medium sapphire set in the pommel. Lightning plays along the blade when drawn. When wielded as a pair, the weapons allow the wielder to make a full attack comprising a single attack at his full attack bonus with tooth and two attacks at –5 with claw. They also confer electricity resistance 10 and, once per day, can be brought together with a ‘clackle’ to generate a 60 ft-long lightning bolt (8d8 damage, DC20 reflex for half). 'Serlon the Shifter' a chaotic intelligent blade Enchanted+2 (8,500 gp); Alignment: CN; Int 10, Wis 14, Cha 14; Speech (Common); 2 lesser powers: protect from law 3/day (+1,000 gp); alter self at will - any bladed weapon from a small dagger to a medium longsword or large shortsword (+3,000 gp); 120 ft vision and hearing; (+4,000 gp); Special purpose: Defeat/slay law; Special purpose power: polymorph wielder 1/day (+50,000 gp); Ego 2+2+4+2+2=12 (66,666 gp in total) These are just some ideas. What worked in my campaign might not work in yours. Ask yourself why the dwarf made them and for what purpose. High powered items suck experience, so they are not something that you churn out because you felt like making a magic item. Bigwilly [/QUOTE]
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