I need anime fans! Help me stat Banryu!

Vash,

I'm not using Bankostu or the other band of Seven members. I just want to use Banryu.

Rig,

I was considering giving it reach anyway.
 

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RigaMortus2 said:
If it is a halberd, then it wouldn't have reach... Unless you are just calling it a halberd and making up your own stats (giving it reach)... By that reasoning, you could also call it a Bastard Sword and say it has reach as well.

No, he's right; its a type of halberd. Halberd is actually a group of weapons. The halberd statted up in d&d is the most common of them, the swiss halberd, however there are other distinct weapons that can be referred to as halberds such as the naginata, guan do, lochaber axe, etc.
 


It isn't the same type of weapon as a d&d halberd thats for sure; I'd probably just use something similair to greatsword or bastard sword stats for it. The weapon as used in the anime doesn't really justify reach, but you may want to to differentiate it in some other way.
 


Blackseed Vash: You're thinking of the Zanmato/Zambatou, which is what I mentioned (I just prefer the probably-less-accurate English spelling zanbattou, because it meshes better with the spellings I've seen of battoujutsu and hitokiri battousai). The historical horse-slaying saber used to cut down cavalry, which IIRC was something they adopted from China. Read the Wikipedia entry here.

My stats for a Zanmato give it reach and the capacity to be used in a Whirlwind Attack against foes 10 feet away (but not 5 feet away, it's too long and awkward for a spinning attack against enemies who are right in your face) without needing the WA feat.

Nightfall: I guess here are some of the most likely suggestions for Banryu's magical or demonic properties. I don't remember if Banryu suspended Bankoutsu in midair when used or not, but Fly, Jump, Levitate, or Swift Fly may be appropriate spells to work into some of Banryu's abilities as additional benefits of said abilities. Banryu's caster level for abilities would probably be 20th or 21st.

Banryu Flash: The wielder may activate this supernatural ability as a standard action, receiving the benefits of a Shield spell and a Minor Globe of Invulnerability spell for 2 rounds, which applies to Banryu's defense as well. Banryu surrounds itself and the wielder with a temporary barrier of shimmering, crimson and violet light. Once activated, Banryu Flash cannot be activated again for 1d4 rounds.


Dragon Lightning: The wielder of Banryu may activate this supernatural ability as a full-round action, holding Banryu up to the sky and calling forth the power of storms. Dragon Lightning may only be used outdoors. Banryu glows with menacing red light, and the sky overhead fills with storm clouds and strong wind by the end of the round, as though from a Control Weather spell but accelerated in effect (and even if the sky was clear before). At the start of the wielder's next turn, Banryu's energy is gathered and projects a mighty lightning bolt into the sky, mixing with the storm clouds and returning a cascade of lightning bolts to the area surrounding Banryu, but without harm to Banryu and its wielder.

This cascade of lightning bolts functions similarly to the Call Lightning Storm spell, except that the lightning bolts all strike in the same round, at random points within 100 feet of Banryu. The first bolt strikes at the beginning of Banryu's wielder's turn, the second strikes at the end of that turn, and after that each additional bolt strikes at one point lower in the Initiative count than the previous bolt, but all lightning bolts strike by the end of the round. Each bolt has a 20% chance of striking a square designated by Banryu's wielder (typically squares occupied by enemies), but each bolt targets a different square from the previous bolt (later bolts may strike the same target, but not two bolts in a row).

The storm clouds disperse after 10 minutes and normal weather resumes after that, but further activations of Dragon Lightning may extend that time. Banryu's wielder must wait at least 1d2 rounds, after a lightning cascade from Banryu's Dragon Lightning, before he or she activates Dragon Lightning again. Banryu's other supernatural abilities cannot be activated while Banryu is unleashing its Dragon Lightning cascade (though any abilities activated beforehand remain in effect until their duration ends).


Dragon Flare: As part of a normal melee attack with Banryu, the wielder may activate Dragon Flare as a free action once per round. Dragon Flare unleashes a swath of crimson, superheated energy from Banryu towards one target. The Dragon Flare's energy beam is functionally identical to a Lightning Bolt spell with a 5-foot-wide bolt, except that the damage is 5d6 fire and the maximum range is 200 feet. All victims in the beam's path are allowed a Reflex saving throw for half damage, as with a Lightning Bolt spell. However, half of the damage is divine energy, and not subject to energy resistance or immunity (but is subject to the hardness of objects); victims who succeed at their Reflex save suffer this divine energy damage only. Dragon Flare is a supernatural ability.


Dragon Maelstrom: This supernatural ability may be activated by Banryu's wielder up to twice per week, as a full-round action each time. Spinning Banryu rapidly, the blade encases itself and its wielder in a powerful, solid, red and yellow maelstrom of fire and divine power. This maelstrom does not hinder the senses of Banryu's wielder, but does prevent him or her from taking any other physical actions while the ability is in effect. At the start of the wielder's next turn, he or she may 'roll' the spherical maelstrom of demonic wrath in any direction (even into the air) at the wielder's normal land speed. Dragon Maelstrom lasts for up to 5 rounds with each use, unless Banryu's wielder ends the duration prematurely (which is a free action). The wielder of Banryu is limited to move, move-equivalent, double-move, run, and withdraw actions while Dragon Maelstrom is in effect.

However, the wielder may also perform bull rushes and trip attempts, using the Dragon Maelstrom's sphere of furious energy to push or knock down enemies. Banryu's wielder receives a +5 bonus on opposed checks for such bull rush or trip attempts, and cannot be tripped himself or herself while inside the Dragon Maelstrom. The sphere of demonic energy can be used to try pinning an opponent similarly to a grapple attempt, and the attempt functions the same way except as follows. Attempting to pin a foe with the Dragon Maelstrom does not require any touch attack, and only may be done when the victim is lying prone. Only one grapple check is necessary to successfully pin the opponent, but due to the awkward nature of attempting to pin someone under the Dragon Maelstrom's sphere, Banryu's wielder suffers a -2 penalty on grapple checks to pin or maintain a pin. If Banryu's wielder receives multiple attacks in a round from his or her Base Attack Bonus, then he or she may attempt multiple trip and/or grapple checks as appropriate, but must use a full-attack action as normal to do so (these are the only two kinds of attack useable during the Dragon Maelstrom, however).

As long as Dragon Maelstrom is in effect, the solid sphere of energy rolls and flies about (with good maneuverability when flying), damaging anything it comes into contact with (except for other artifacts). The damage is 7d6, dealt each time that the Dragon Maelstrom comes into contact with something (or each round that it remains in continued contact with something). Victims are allowed a Reflex save for half damage, against a DC of 20 + the Dexterity modifier of Banryu's wielder, but no save is allowed when the sphere simply remains in continued contact for a full round or more. Half of the damage dealt is divine energy and the other half is fire; victims who succeed at their Reflex saves suffer only the divine energy damage. The divine energy damage is not subject to energy resistance or immunity (but is subject to the hardness of objects).

Lastly, as long as Dragon Maelstrom remains in effect, the wielder of Banryu is both protected and constantly weakened by the demonic power of Banryu unleashed. Each round, starting on the turn Dragon Maelstrom is activated, Banryu's wielder suffers 2d6 points of divine energy damage automatically, which is not subject to energy resistance or immunity. If Banryu's wielder loses consciousness or dies, the Dragon Maelstrom ends and dissipates. The maelstrom of energy protects the wielder from outside attacks similarly to a Wall of Force, but any attempt to Disintegrate, destroy, suppress, or otherwise eliminate the maelstrom requires a caster level check, opposed by Banryu's caster level check. Banryu receives an extra +8 bonus on its caster level check to maintain the Dragon Maelstrom, but if Banryu fails, the Dragon Maelstrom ends and its energy dissipates without further harm (even if the effect that defeated it would only have suppressed the maelstrom otherwise).
 

Ark,

I had some other ideas...but in light of the fact you a) made the powers and b) are pretty much what I had in mind save using D&D spell-like abilities, supernatural effects, I think it's fair to say I'll try yours out with some changes.

So you suggest I use a Zanmato stats? Cause honestly I don't mind but I had hoped to just use a regular D&D type weapon that a fighter could use for feats. (I also figured on making Banryu be made of a special metal that made it into a light weapon.)
 

Well, my previous post's first suggestions were to use a Huge Greatsword (aka fullblade, aka ogre's greatsword), or a Mercurial Greatsword, or a Huge Mercurial Greatsword, just to change the appearance material to match Banryu. As others said though, you could use the stats for another weapon, like the Glaive, to represent Banryu since it's likely a reach weapon.
 


you could make it an exotic weapon thats large (fullblade gives precedent) You could also make it a relic and so in order to use its uneq powers, you need the true beleaver feat.

relics are in compleat divine, and mic, and full blade is in arms and equipment and some other books.
 

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