Weapon Kin
(It came up in my campaign that we might need to bond a PC to a weapon. This is my vision for my homebrew. The weapon has magic bonuses, features of a familiar, and gives access to domain powers. Frank opinions are very welcome.)
Among the Present Reality’s craftsmen are a few whose skills rise to such heights that they actually impart a spark of their souls into their creations. Using a powerful ceremony certain persons can unite their soul with that contained within their weapon, creating a new individual consciousness. Until the weapon is destroyed or its bearer is killed the two share a powerful link.
Hit Die: d8
Requirements
To qualify to become a Weapon Kin, a character must fulfill all the following criteria.
Abilities: Min 12 Intelligence and Wisdom.
Base Attack Bonus: +5
Feat: Bonded Item (Arcana Unearthed)
Special: Perform a ceremony involving at least a masterwork weapon. The ceremony costs 1,000 gold and 2,500 Experience Points.
Class Skills
The Weapon Kin’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill points at each level: 8 + Int Modifier
Class Features
Weapon and Armor Proficiency: None gained, none restricted.
BAB: As Fighter
Saves: As Bard
Special: Lvl 1- Bonded Weapon
Bonded Weapon Advancement
Weapon Kin Level
1- Weapon Bonus +1, Weapon Intelligence 6, Alertness, Improved Evasion, Speak with Weapon, Weapon Domain Access Level 1,2
2- Weapon Intelligence 7, Weapon Domain Access Level 3
3- Weapon Bonus +2, Weapon Intelligence 8, Weapon Domain Access Level 4
4- Weapon Intelligence 9, Weapon Domain Access Level 5
5- Weapon Intelligence 10, Spell Resistance, Weapon Domain Access Level 6
6- Weapon Bonus +3, Weapon Intelligence 11
7- Weapon Intelligence 12, Weapon Domain Access Level 7
8- Weapon Bonus +4, Weapon Intelligence 13,
9- Weapon Intelligence 14, Weapon Domain Access Level 8
10- Weapon Bonus +5, Weapon Intelligence 15
Alertness (Ex): The presence of the bonded weapon sharpens its master’s senses. While the weapon is within arms reach, the master gains the Alertness feat (PH pg. 89) (Familiar PH pg. 52)
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Weapon Kin holding her bonded weapon takes no damage if she makes a successful saving throw and half damage even if the saving throw fails. (Familiar PH pg. 52)
Speak with Weapon (Ex): If the Weapon Kin is 5th level or higher, a weapon and the Weapon Kin can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. (Familiar PH pg. 52)
Spell Resistance (Ex): If the Weapon Kin is 5th level or higher, the weapon grants spell resistance equal to the Weapon Kin’s total level + 5. To affect the Weapon Kin with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the spell resistance. (Familiar PH pg. 52)
Weapon Domain Access (Su): At the time of bonding the Weapon Kin selects two domains for the weapon from those listed on pgs. 185-189 of the Player’s Handbook. A Weapon Kin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The domain gives the bonded weapon access to a domain spell one time per day at each spell level it can access, from 1st on up, but not the granted power. (Deity, Domains, and Domain Spells PH pg. 32)
Lost Weapons: The Weapon Kin and their weapon share a powerful bond. The Weapon Kin is always aware of the direction and approximate distance between her weapon and her. In the hands of any other creature the weapon functions as a +1 magic weapon.
Destroyed Weapons: If the weapon is somehow destroyed then the Weapon Kin must begin again with a new weapon. The character retains her levels in Weapon Kin but the new weapon starts its advancement from the Weapon Kin’s current level.
Smart Weapons: A weapon’s consciousness is the result of the union of two souls, the weapon’s creator and whoever performs the bonding ceremony. Because of this the possibility exists that the weapon’s goals will not be those of the bearer. If the weapon becomes more Intelligent than the Weapon Kin the two must make opposed Intelligence checks each time the character levels. The winner of the check dictates the characters actions. This cannot happen if the character created the weapon.
Thanks to Kephri of Shadowcraft Studios for his incredibly useful Class Construction Engine- http://www.dndadventure.com/html/articles_errata.html file titled 3E class creation.)
(It came up in my campaign that we might need to bond a PC to a weapon. This is my vision for my homebrew. The weapon has magic bonuses, features of a familiar, and gives access to domain powers. Frank opinions are very welcome.)
Among the Present Reality’s craftsmen are a few whose skills rise to such heights that they actually impart a spark of their souls into their creations. Using a powerful ceremony certain persons can unite their soul with that contained within their weapon, creating a new individual consciousness. Until the weapon is destroyed or its bearer is killed the two share a powerful link.
Hit Die: d8
Requirements
To qualify to become a Weapon Kin, a character must fulfill all the following criteria.
Abilities: Min 12 Intelligence and Wisdom.
Base Attack Bonus: +5
Feat: Bonded Item (Arcana Unearthed)
Special: Perform a ceremony involving at least a masterwork weapon. The ceremony costs 1,000 gold and 2,500 Experience Points.
Class Skills
The Weapon Kin’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill points at each level: 8 + Int Modifier
Class Features
Weapon and Armor Proficiency: None gained, none restricted.
BAB: As Fighter
Saves: As Bard
Special: Lvl 1- Bonded Weapon
Bonded Weapon Advancement
Weapon Kin Level
1- Weapon Bonus +1, Weapon Intelligence 6, Alertness, Improved Evasion, Speak with Weapon, Weapon Domain Access Level 1,2
2- Weapon Intelligence 7, Weapon Domain Access Level 3
3- Weapon Bonus +2, Weapon Intelligence 8, Weapon Domain Access Level 4
4- Weapon Intelligence 9, Weapon Domain Access Level 5
5- Weapon Intelligence 10, Spell Resistance, Weapon Domain Access Level 6
6- Weapon Bonus +3, Weapon Intelligence 11
7- Weapon Intelligence 12, Weapon Domain Access Level 7
8- Weapon Bonus +4, Weapon Intelligence 13,
9- Weapon Intelligence 14, Weapon Domain Access Level 8
10- Weapon Bonus +5, Weapon Intelligence 15
Alertness (Ex): The presence of the bonded weapon sharpens its master’s senses. While the weapon is within arms reach, the master gains the Alertness feat (PH pg. 89) (Familiar PH pg. 52)
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Weapon Kin holding her bonded weapon takes no damage if she makes a successful saving throw and half damage even if the saving throw fails. (Familiar PH pg. 52)
Speak with Weapon (Ex): If the Weapon Kin is 5th level or higher, a weapon and the Weapon Kin can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. (Familiar PH pg. 52)
Spell Resistance (Ex): If the Weapon Kin is 5th level or higher, the weapon grants spell resistance equal to the Weapon Kin’s total level + 5. To affect the Weapon Kin with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the spell resistance. (Familiar PH pg. 52)
Weapon Domain Access (Su): At the time of bonding the Weapon Kin selects two domains for the weapon from those listed on pgs. 185-189 of the Player’s Handbook. A Weapon Kin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. The domain gives the bonded weapon access to a domain spell one time per day at each spell level it can access, from 1st on up, but not the granted power. (Deity, Domains, and Domain Spells PH pg. 32)
Lost Weapons: The Weapon Kin and their weapon share a powerful bond. The Weapon Kin is always aware of the direction and approximate distance between her weapon and her. In the hands of any other creature the weapon functions as a +1 magic weapon.
Destroyed Weapons: If the weapon is somehow destroyed then the Weapon Kin must begin again with a new weapon. The character retains her levels in Weapon Kin but the new weapon starts its advancement from the Weapon Kin’s current level.
Smart Weapons: A weapon’s consciousness is the result of the union of two souls, the weapon’s creator and whoever performs the bonding ceremony. Because of this the possibility exists that the weapon’s goals will not be those of the bearer. If the weapon becomes more Intelligent than the Weapon Kin the two must make opposed Intelligence checks each time the character levels. The winner of the check dictates the characters actions. This cannot happen if the character created the weapon.
Thanks to Kephri of Shadowcraft Studios for his incredibly useful Class Construction Engine- http://www.dndadventure.com/html/articles_errata.html file titled 3E class creation.)