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Tome of Battle - Book of Nine Swords
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<blockquote data-quote="JustKim" data-source="post: 2992144" data-attributes="member: 5478"><p>The first section of magic items is for legacy items, once for each discipline. The chapter begins with a page and a half summarizing how weapons of legacy work much more succinctly than the book itself did.</p><p></p><p>Desert Wind is a scimitar with fire abilities, and in addition grants endure elements, burning hands, enhancement bonuses to Dexterity, the Quick Draw feat, and access (or improvements) to the maneuvers burning blade, fan the flames and wyrm's flame.</p><p></p><p>Faithful Avenger is a falchion for the Devoted Spirit discipline with holy or unholy properties. It also grants an attack bonus against diametrically opposed alignments, enhancement bonuses to Constitution, detect evil at will, lesser restoration, restoration, access (or improvements) to immortal fortitude stance, and an ability to "ignore damage from a single source once per day".</p><p></p><p>Supernatural Clarity is a keen rapier for the Diamond Mind discipline. It grants access (or improvements) to the sapphire nightmare blade maneuver, an attack bonus to Diamond Mind strikes, the ability to use Concentration in place of Balance, haste, uncanny dodge, freedom of movement, and even time stop.</p><p></p><p>Kamate is a bastard sword for the Iron Heart discipline with shocking properties. It grants access (or improvements) to the steel wind maneuver, shocking grasp, an ability to ignore concealment, bonus to reflex saves, lightning bolt, chain lightning, and true strike as an immediate action.</p><p></p><p>Eventide's Edge is a defending short sword of the Setting Sun discipline. It deals more damage to opponents larger than you, applies your Wisdom bonus to AC, grants access (or improvements) to the comet throw maneuver, improvement to comet throw against larger enemies, and greater invisibility.</p><p></p><p>Umbral Awn is a ghost touch dagger of the Shadow Hand discipline. It lets you hide from any flatfooted creature, grants sneak attack, an ability to draw the weapon as an immediate action, improved flanking, invisibility at will, and incorporeality.</p><p></p><p>Unfettered is a greatsword of the Stone Dragon discipline. It grants access (or improvements) to the charging minotaur maneuver, enhancement bonuses to Strength, enlarge person, meld into stone, light fortification, stoneskin, and Mordenkainen's sword.</p><p></p><p>Tiger Fang is a keen kukri of the Tiger Claw discipline which never improves beyond +1. It lets you attack twice on a charge, grants a bonus to Jump, a little bit of healing as a swift action, bonus damage for a Tiger Claw stance, haste, improved critical multiplier (x3 and then <em>x4</em>), and the power critical feat. The critical potential for the weapon seems excessive before even looking at the Tiger Claw maneuvers.</p><p></p><p>Blade of the Last Citadel is a defending longsword of the White Raven discipline. It grants access (or improvements) to the leading attack maneuver, prayer, remove fear, cure critical wounds, blade barrier, and heal.</p><p></p><p>The next magic item section introduces more common magic items. There are two new weapon properties, Aptitude (applies any weapon-specific feat to the weapon) and Martial Discipline (Bonus to attack rolls when using maneuvers). Martial Scripts, scrolls containing maneuvers, are also described and there is one miscellaneous item, the crown of White Ravens which grants the use of a White Raven maneuver while worn. Variants for each of the other disciplines are described to save some room. The items are all in DMG2 format.</p><p></p><p>Monsters later.</p></blockquote><p></p>
[QUOTE="JustKim, post: 2992144, member: 5478"] The first section of magic items is for legacy items, once for each discipline. The chapter begins with a page and a half summarizing how weapons of legacy work much more succinctly than the book itself did. Desert Wind is a scimitar with fire abilities, and in addition grants endure elements, burning hands, enhancement bonuses to Dexterity, the Quick Draw feat, and access (or improvements) to the maneuvers burning blade, fan the flames and wyrm's flame. Faithful Avenger is a falchion for the Devoted Spirit discipline with holy or unholy properties. It also grants an attack bonus against diametrically opposed alignments, enhancement bonuses to Constitution, detect evil at will, lesser restoration, restoration, access (or improvements) to immortal fortitude stance, and an ability to "ignore damage from a single source once per day". Supernatural Clarity is a keen rapier for the Diamond Mind discipline. It grants access (or improvements) to the sapphire nightmare blade maneuver, an attack bonus to Diamond Mind strikes, the ability to use Concentration in place of Balance, haste, uncanny dodge, freedom of movement, and even time stop. Kamate is a bastard sword for the Iron Heart discipline with shocking properties. It grants access (or improvements) to the steel wind maneuver, shocking grasp, an ability to ignore concealment, bonus to reflex saves, lightning bolt, chain lightning, and true strike as an immediate action. Eventide's Edge is a defending short sword of the Setting Sun discipline. It deals more damage to opponents larger than you, applies your Wisdom bonus to AC, grants access (or improvements) to the comet throw maneuver, improvement to comet throw against larger enemies, and greater invisibility. Umbral Awn is a ghost touch dagger of the Shadow Hand discipline. It lets you hide from any flatfooted creature, grants sneak attack, an ability to draw the weapon as an immediate action, improved flanking, invisibility at will, and incorporeality. Unfettered is a greatsword of the Stone Dragon discipline. It grants access (or improvements) to the charging minotaur maneuver, enhancement bonuses to Strength, enlarge person, meld into stone, light fortification, stoneskin, and Mordenkainen's sword. Tiger Fang is a keen kukri of the Tiger Claw discipline which never improves beyond +1. It lets you attack twice on a charge, grants a bonus to Jump, a little bit of healing as a swift action, bonus damage for a Tiger Claw stance, haste, improved critical multiplier (x3 and then [i]x4[/i]), and the power critical feat. The critical potential for the weapon seems excessive before even looking at the Tiger Claw maneuvers. Blade of the Last Citadel is a defending longsword of the White Raven discipline. It grants access (or improvements) to the leading attack maneuver, prayer, remove fear, cure critical wounds, blade barrier, and heal. The next magic item section introduces more common magic items. There are two new weapon properties, Aptitude (applies any weapon-specific feat to the weapon) and Martial Discipline (Bonus to attack rolls when using maneuvers). Martial Scripts, scrolls containing maneuvers, are also described and there is one miscellaneous item, the crown of White Ravens which grants the use of a White Raven maneuver while worn. Variants for each of the other disciplines are described to save some room. The items are all in DMG2 format. Monsters later. [/QUOTE]
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