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New weapon abilities here...

Hi Ferret! :)

Ferret said:
So are talking a piercing cleave missile or a vorpal piercer? If the former, then great cleave is a good Idea, but it should be not done unlimited but a strength check verses AC etc Perhps that mechanic is better in a feat?

For the latter, slap the piercing label on a vorpal weapon.

I was thinking maybe along the lines of a 'skewering' weapon ability that could attack through opponents adjacent to the initial target.
 

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Developed here and here, this is the final draft that I've decided on. Thanks for all the help! :cool:

Displacing
The wielder of a displacing weapon leaves behind a trail of overlapping duplicates of their self whenever they move. Although these mirror images only exist for but a moment, the visual effect makes it difficult to pinpoint the exact location of the wielder. Whenever the wilder of a displacing weapon moves (using a move action), they benefit from a 50% miss chance as if they had total concealment. If the wielder moves only a 5-foot step, they benefit from a 20% miss chance as if they had concealment. If the wielder does not move at all during the round, they gain no benefit.
&nbsp&nbsp&nbspIn addition, the quasi-real mirror images also have deadly potential. The first time a target is struck by a displacing weapon, they must make a successful DC 16 Will (disbelief) save or suffer additional damage as the quasi-real mirror images seem to follow through on the attack and strike them in rapid succession. On a failed save, the target suffers an extra 2d6 points of damage (of the same type as the weapon deals) from the weapon than normal for that attack and for the remainder of the round. The target is allowed this saving throw with the first successful hit against them each round, but only once per round. On a successful save, the target suffers no ill effects and they are immune to this effect of the weapon for 24 hours.
&nbsp&nbsp&nbspModerate illusion; CL 12th; Craft Magic Arms and Armor, displacement, mirror image, phantasmal killer; Price: +4.
 

Yet another, developed here.

Dire
A weapon with this ability is capable of dealing more damage than normal. A dire weapon is treated as being one size category larger for the purposes of damage, though all other statistics of the weapon are unchanged. For example, a medium dagger would deal 1d6 points of damage, a medium longsword would deal 2d8 points of damage and a medium greataxe would deal 3d6 points of damage. In addition, dire weapons grant the wielder a +1 bonus on the confirmation roll for a critical hit.
&nbsp&nbsp&nbspModerate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price: +2 bonus.
 
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