White Plume Mountain Revised is Up

I didn't like the Arms & Equipment Guide version of Blackrazor and Whelm. (forget if Wave was in there.)

All three are in there. And, IMHO, they're a closer representation of the originals than what's in the revised WPM.

I might’ve been thrilled with the Legacy versions (only if I had WoL).
 
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One of the interesting changes about WPM is that the PCs are allowed to keep two of the three weapons. That's a big change from the original.

Making the weapons legacy rather than standard allows them to have interesting powers without being overpowering. Are you really serious about letting a group have Blackrazor from the Arms & Equipment Guide? (The sword is worth over 90,000 gp!)

I suggest that anyone who doesn't like the penalties from Weapons of Legacy use a ritual at every level to balance them. (No XP cost, just gold cost). XP costs don't work that well due to the "catch up" element of 3.5e's xp system.

For levels 5-10, the rituals cost 2,000 gp each.
For levels 11-16, the rituals cost 10,000 gp each.
For levels 17-20, the rituals cost 35,000 gp each.

(Those values are based on the value of abilities gained for slots A, D and G in WoL).

Cheers!
 


Blackrazor: +1 greatsword

Full abilities:
+5 vicious greatsword
* +5 saves against mind-affecting spells and effects
* detect life 3/day (as detect undead)
* haste 10 rounds/day
* Souldrinking - deathknell as swift action when it brings a creature to -1 to -9 hp. DC 16 (or 12+your charisma modifier), bad things when done against undead.
* Intelligent: Int 18, Wis 10, Cha 18, Ego 23, darkvision 120', blindsense 120', telepathic communication: Abyssal, Common, Draconic, Giant, Infernal

Full Penalties:
-3 all attacks, -4 Fort Save, 10 hp loss.

###
Seems very similar to the A&EG version. Nice conversion to a WoL.

Cheers!
 
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MerricB said:
Blackrazor: +1 greatsword

Full abilities:
+5 vicious greatsword
* +5 saves against mind-affecting spells and effects
* detect life 3/day (as detect undead)
* haste 10 rounds/day
* Souldrinking - deathknell as swift action when it brings a creature to -1 to -9 hp. DC 16 (or 12+your charisma modifier).
* Intelligent: Int 18, Wis 10, Cha 18, Ego 23, darkvision 120', blindsense 120', telepathic communication: Abyssal, Common, Draconic, Giant, Infernal

Full Penalties:
-3 all attacks, -4 Fort Save, 10 hp loss.

Cheers!


Hmmm... Not bad. Vicious eh?

The haste per round is an interesting bit.

The souldrinking... still don't like that. Same I believe from Arms & Equipment.

Man, look at the Ego on that thing!

Weird that they changed it's ability to communicate. I thought it used to do so telepathiclly and could speak all languages.

The full penalties aren't too bad. It's actually 2 pluses higher than the regular version so it's still like a +2 sword. The 10 hp loss... it's kinda of sucky, but souldrinking should more than make up for it.

The penalties are part of being a weapon of legacy. They are 'balacing' factors.
 

jester47 said:
what are the penalties all about?

They're a balancing factor. Instead of paying the full gold cost for the weapon (which is about 200,000 gp), you pay about a third of that through the three rituals and the rest is taken out of your hide in penalites to your abilities.

Cheers!
 

The original version of Blackrazor:

+3 sword, int 17, ego 16.
- on a killing stroke, Blackrazor adds the number of levels of the dead foe to the bearer's levels (in terms of fighting ability), and the bearer temporarily gains the full hp of the dead victim. These bonuses last a number of turns equal to the number of levels received.
- Speech and telepathy (common, and whatever tongues the bearer knows)
- Detects living creatures 60'r
- Haste spell (bearer only, 10 rounds), 1/day
- 100% magic resistance to charm and fear (modified by caster's level)

Cheers!
 


Man, so much for simplicity. I like the gets better as you level concept, but don't dig the "unlock" Video Game mechanic doubled up with the sacrifice stuff to use it concept. In fact just having it get better with level of the weilder is enough.

I think I would just make an analogous version based on the original as published in 1e and just have it slowly reveal the abilities to the new user. The sword has ego, so I would think it could hide its abilities until it thought that the user was worthy of its powers.

Also I would have the sword betraying the user if there was a chance that it could find a more worthy weilder.
 

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