Necromancer's Legacy 2: Q&A

Well, I got em on the comp now, looking over em.

Still though, there must be more interesting ideas of evil & necromantic Weapon Abilities out there....
 

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Well, I got em on the comp now, looking over em.

Still though, there must be more interesting ideas of evil & necromantic Weapon Abilities out there....
 

Ok here we go, an idea for weapons. One that you can apply a poison, or other effect that normally doesn't bother undead, hurt them. Other ideas that I had at a point.

Bane of the Living
+1d8 damage to any living creature. Any living creature who touches a Bane of the Living weapon is dealt 3d6 damage. No Save. (Let's see players abuse it now!)

Bane of the Dead
+1d8 damage to any undead, incorporeal or not. Any Undead creature touching a Bane of the Dead is dealt 3d6 damage. No save.
 

Hmmm... im really looking to make some unusual special abilities. The animation fits the mold. There's enough simple damage-boosting effects in my opinion.

Anyways, wouldnt being hit by a weapon count as touching it?
 

Hmm no idea, but I have one, semi based on an old skeleton variant that burst into a poisonous cloud when it struck, weapons that do the same. Mind you, no PC would ever want this unless the poison damage were great enough to make up for it.
 

Well, it would be kewl for those PCs that had immunity to poison. And it doesnt sound overly overpowered, as long as the poison is adjusted. Yet, I think some players would get annoyed that the weapon might not work against higher level opponents (who have higher saves)..
 

True enough, but just a thought there. Maybe the "+" of the weapon also gives them a penalty of that much on a save. *shrug* no idea really just throwing out what's in my head.

On another note, did you ever get the Void Claimed template I emailed you?
 

Yeah, I did get it. Im going to print it out tomorrow evening. I have been getting used to getting things printed out as soon as I get a chance, since I cant download here where I am normally.

I had another weapon ability from an earlier venture that I is planning on using.

Trail of Depravity
The Weapon is constantly surrounded by a swirling cloud of black materia. The black matter is actually unholy energy that seeps forth slowly. The weapon causes 1d8 extra points of damage against living creatures.
The black cloud isnt strongly connected to the weapon and if the wielder swings his sword, residue will be left over from the cloud. The residue will linger on for five rounds before dispersing. If the wielder, for example, attacks a creature in one round, he will leave black residue in the 5 ft. square even if he hit or not. Anyone moving through that square would have to roll a reflex saving throw against a DC of 12 or take 1d8 points of unholy damage. For every attack beyond the first done against a creature in that square, the DC increases by +2. The creature standing in the square has to roll the saving throw every round as well. The weapon leaves more and more residue as it is use, which is why it becomes increasingly harder to avoid it.
The wielder can use a full round action to completely taint a 5 ft. square, making it impossible for anyone moving through the square to avoid it. The square needs to be empty before the wielder can perform this action though. Anyone moving through such a tainted square takes 2d8 points of unholy damage.

Market Price: +4, perhaps +5
Requirements: Craft Magic Arms and Armors, Enervation
 
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Glad you like it :) Im gonna get it printed out tonight, its easier to read. I kinda like weapon abilities that offers you greater tactical advantages instead of merely extra damage. With this weapon, you could taint the square in front of you before the enemy comes charging, forcing him to stand in the black cloud while fighting you. I would think there would be alot of other options for it that you could use in combat. It is also the reason why I am uncertain of the market price, since there might be some usages that I havent contemplated.
 

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