Updated Magic Weapons P.E.A.C.H.

Zetesofos

Explorer
So, I was bored, and I had some good ideas for remaking some older magic weapons. I'll just give the properties and bonuses, and anyone who has suggestions for level and pricing can start the discussions


Bane Weapon
Attuned to hate those of certain origins

Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus or +1d8 if target is of bane origin
Property: A Bane weapon grants a +1 to attack rolls and damage rolls versus a creature of bane origin
Level X:+2 to attacks and damage rolls
Power (Daily): Short Rest. Select one creature type (natural, beast, fey, shadow, elemental, immortal) as the bane type of this weapon

Defending Weapon
A weapon that excels at protecting its weilder

Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: This weapon grants a +1 item bonus to AC.
Power (Daily): Immediate Interrupt. You gain a power bonus to your AC equal to this weapons enhancement bonus.

Brilliant Weapon
This weapon shines with an unnatural bright white light

Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: A brilliant weapon sheds bright light in a 20 ft radius. This power can be ended as a free action
Power (At-Will*Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns this damage to normal.
Power (Daily*Radiant): Minor Action. The next attack you make with this weapon uses your normal attack bonus for the basic attack, but against Reflex. Any target hit with the attack takes radiant damage equal to the normal damage that would be dealt.

Holy Weapon
Favored weapons of clerics and paladins

Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus or +1d10 radiant damage per plus against demons and undead
Power (Daily*Radiant): Free Action. Use this power when you hit with the weapon and the target is a demon or undead. Deal and extra 2d6 Radiant damage to the target and they are dazed until the end of your next turn.
Level X: 3d6 radiant damage
Level X: 5d6 radiant damage
Special: A Holy Weapon can be used as a holy symbol. (same as holy avenger)

Keen Weapon
This sharp edged weapon finds flesh easily.

Weapon: Light Blades, Heavy Blades, Axes
Enhancement: Attack rolls and damage rolls
Critical: +1d8 per plus
Property: This weapon can critical on an attack roll of 19-20
Power (Daily): Free Action. Use this power when you hit with the weapon. The attack is considered a critical hit.

Speed Weapon
This weapon displays an unnaturally quick movement.

Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Power (Encounter): Minor Action. Make a basic attack against one target within range.

Wounding Weapon
This scary weapon excels at drawing blood

Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: Ongoing 5 damage (save ends)
Level X: Ongoing 10 damage (save ends)
Level X: Ongoing 15 damage (save ends)
Power (Daily): Free Action. Use this power when you hit with the weapon. The target takes ongoing 5 damage and is weakened (save ends).
Level X: Ongoing 10 damage (save ends)
Level X: Ongoing 15 damage (save ends)
 

log in or register to remove this ad

Bane seems overly powerful, if only from the generality of it. You choose Natural and you get a +1 bonus to hit A LOT of monsters. AND you can change it once a day? Maybe make it a bane of a specific monster, and then a power to do extra damage or an effect when fighting a creature of the bane. Now i am not very familiar with Bane in the 3.5 sense, but arent they slightly more specific on what the bane is against? Like dragons, or orcs, or dwarves? Its general yes, but not as all encompassing as the bane you suggest. Just my initial thoughts, probably based on my (mis?)understanding of how bane worked in 3.5
 

Remove ads

Top