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Stats for swords of power?
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<blockquote data-quote="Celebrim" data-source="post: 6303785" data-attributes="member: 4937"><p>'Balanced' non-canonical swords of power. These are of course vastly less powerful than the canonical swords in most cases, though ironically not all cases (there is no reason to think that Dragonslicer or Stonecutter are actually more powerful than this). The extreme lack of balance between the canonical swords is one reason I don't think much of the gods 'game' in the text, given the fact that its clear how any such contest had to come out.</p><p></p><p>Coinspinner: Keen Sword +1, grants +5 luck bonus to hit and damage, +5 luck bonus to AC, and +5 luck bonus on Reflex saves, and a +5 luck bonus to all ability and skill checks. Once per day, after any day following the day when Coinspinner has been drawn, the wielder must make a DC 20 Will save. If it fails, Coinspinner mysteriously disappears via some coincidence or magical effect. At such times, it is highly probable that it will turn up in the hands of a distant enemy.</p><p></p><p>Mindbender: Sword +1 of Wounding, acts as a Rod of Rulership with no time limit, DC 27 to resist the effect.</p><p></p><p>Wayfinder: Sword +3, Find the Path as the spell when held.</p><p></p><p>Dragonslicer: Keen Sword +1. When wielded against a dragon, the weapon is treated as a +6 keen dragon's bane sword, and the wielder gains the advantage of greater heroism as the spell of that name during any round in which he engages a dragon in melee combat.</p><p></p><p>Shieldbreaker: Sword +6, Defender. Wielder experiences Heroism, as the spell whenever engaging an armed foe. Additionally, the wielder is treated as having the Cleave, Improved Sunder, and Cleave Asunder feats. However, against foes not armed with weapons, the wielder is cursed with helplessness and suffers a -8 penalty to STR and DEX and the sword offers no bonuses to hit or damage against such targets.</p><p></p><p>Stonecutter: Keen sword +3, ignores DR and hardness of objects/creatures made of stone and does double damage to such targets.</p><p></p><p>Sightblinder: Sword +2. When held there are two effects. First all viewers except the wielder are subject to a figment which causes them to perceive the user in all ways as being a person who they are loyal to (either out of fear, a sense of duty, or love). The illusion is so convincing that all viewers are effectively charmed as the spell charm person (DC 27 save). The wielder of Sightblinder is also protected as by the spell True Seeing, and gains a +6 enhancement bonus on all saves resist mind effecting spells of all sorts.</p><p></p><p>Townsaver: Sword +3. Whenever the wielder is acting to protect an innocent, he gains the power of Greater Heroism as the spell of that name. He further is subject to Rage as the barbarian class ability, however with unlimited duration so long as the wielder continues to protect an innocent. While subject to this ability, the wielder may not prematurely end the battle by sheathing his weapon or fleeing.</p><p></p><p>Soulcutter: Sword +1, life stealing. Whenever the sword is drawn all beings within 600 ft including the wielder are effected as by a symbol of despair, which works as a symbol of sleep, but with the following changes. First, those in the catatonic state including the wielder remain conscious of their plight, but are helpless to alter it. Secondly, a Will save (DC 27) is only partially and temporarily effective, with a successful save resulting in the afflicted being subject to crushing despair per the spell of that name. Thirdly, the duration of this effect is as long as the sword is wielded and in range. Each round, a new save must be made to avoid entering a catatonic state. Once in the catatonic state, no further saves are normally possible (save to those with slippery mind or similar abilities) and worse, each round the sufferer automatically takes 2 permanent wisdom damage until they enter a permanently catatonic state.</p><p></p><p>Woundhealer: Sword +1, undead bane. This sword is incapable of damaging a living target, but may be wielded normally against the undead, constructs, objects or other unliving things. If the sword pierces living flesh, the target is subject to the spell Heal as an immediate effect. The wielder may even use the blade against themselves in this manner as an immediate action when subjected to attack. Note that Shieldbreaker regards the wielder of Woundhealer as being unarmed for the purposes of its special effects.</p><p></p><p>Doomgiver: Sword +5. When held spell turning as per the spell save that it may reflect 1d4+6 spell levels per round, and also likewise when held grants deflect arrows as per the epic spell. </p><p></p><p>Farslayer: Sword +5, Vorpal. As a full round action, Farslayer may be hurled any distance against any target that the wielder can imagine. This counts as a ranged touch attack by the sword made as if the wielder had employed the spell true strike. Additionally, the target is subject to destruction, per the spell of that name.</p><p></p><p>Caster level of all effects is 40th.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6303785, member: 4937"] 'Balanced' non-canonical swords of power. These are of course vastly less powerful than the canonical swords in most cases, though ironically not all cases (there is no reason to think that Dragonslicer or Stonecutter are actually more powerful than this). The extreme lack of balance between the canonical swords is one reason I don't think much of the gods 'game' in the text, given the fact that its clear how any such contest had to come out. Coinspinner: Keen Sword +1, grants +5 luck bonus to hit and damage, +5 luck bonus to AC, and +5 luck bonus on Reflex saves, and a +5 luck bonus to all ability and skill checks. Once per day, after any day following the day when Coinspinner has been drawn, the wielder must make a DC 20 Will save. If it fails, Coinspinner mysteriously disappears via some coincidence or magical effect. At such times, it is highly probable that it will turn up in the hands of a distant enemy. Mindbender: Sword +1 of Wounding, acts as a Rod of Rulership with no time limit, DC 27 to resist the effect. Wayfinder: Sword +3, Find the Path as the spell when held. Dragonslicer: Keen Sword +1. When wielded against a dragon, the weapon is treated as a +6 keen dragon's bane sword, and the wielder gains the advantage of greater heroism as the spell of that name during any round in which he engages a dragon in melee combat. Shieldbreaker: Sword +6, Defender. Wielder experiences Heroism, as the spell whenever engaging an armed foe. Additionally, the wielder is treated as having the Cleave, Improved Sunder, and Cleave Asunder feats. However, against foes not armed with weapons, the wielder is cursed with helplessness and suffers a -8 penalty to STR and DEX and the sword offers no bonuses to hit or damage against such targets. Stonecutter: Keen sword +3, ignores DR and hardness of objects/creatures made of stone and does double damage to such targets. Sightblinder: Sword +2. When held there are two effects. First all viewers except the wielder are subject to a figment which causes them to perceive the user in all ways as being a person who they are loyal to (either out of fear, a sense of duty, or love). The illusion is so convincing that all viewers are effectively charmed as the spell charm person (DC 27 save). The wielder of Sightblinder is also protected as by the spell True Seeing, and gains a +6 enhancement bonus on all saves resist mind effecting spells of all sorts. Townsaver: Sword +3. Whenever the wielder is acting to protect an innocent, he gains the power of Greater Heroism as the spell of that name. He further is subject to Rage as the barbarian class ability, however with unlimited duration so long as the wielder continues to protect an innocent. While subject to this ability, the wielder may not prematurely end the battle by sheathing his weapon or fleeing. Soulcutter: Sword +1, life stealing. Whenever the sword is drawn all beings within 600 ft including the wielder are effected as by a symbol of despair, which works as a symbol of sleep, but with the following changes. First, those in the catatonic state including the wielder remain conscious of their plight, but are helpless to alter it. Secondly, a Will save (DC 27) is only partially and temporarily effective, with a successful save resulting in the afflicted being subject to crushing despair per the spell of that name. Thirdly, the duration of this effect is as long as the sword is wielded and in range. Each round, a new save must be made to avoid entering a catatonic state. Once in the catatonic state, no further saves are normally possible (save to those with slippery mind or similar abilities) and worse, each round the sufferer automatically takes 2 permanent wisdom damage until they enter a permanently catatonic state. Woundhealer: Sword +1, undead bane. This sword is incapable of damaging a living target, but may be wielded normally against the undead, constructs, objects or other unliving things. If the sword pierces living flesh, the target is subject to the spell Heal as an immediate effect. The wielder may even use the blade against themselves in this manner as an immediate action when subjected to attack. Note that Shieldbreaker regards the wielder of Woundhealer as being unarmed for the purposes of its special effects. Doomgiver: Sword +5. When held spell turning as per the spell save that it may reflect 1d4+6 spell levels per round, and also likewise when held grants deflect arrows as per the epic spell. Farslayer: Sword +5, Vorpal. As a full round action, Farslayer may be hurled any distance against any target that the wielder can imagine. This counts as a ranged touch attack by the sword made as if the wielder had employed the spell true strike. Additionally, the target is subject to destruction, per the spell of that name. Caster level of all effects is 40th. [/QUOTE]
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