This is not a question. This is a "nothing". But I thought I'd share. The forum is dying anyway, so what the hell, right?
My wife is playing a Shannara-styled life-guard. She is an elf, she rides a "roc" (giant eagle stats).
Build is ranger 3/Battle Sorceress 4/Arcane Archer 2 thus far.
I just gave her (as in, the DM gave her) a mithral (salt water resistant titanium idea) +1 dagger, (diver's knife), scalloped top edge, +2 (masterwork?) competancy bonus to cut rope/cord/escape, and it is "flaming" (thus it is a +2 value weapon), with the added bonus that I've stipulated that it does in fact burn UNDERWATER. (I'm not sure if that's in the rules or not, I know that some magi can make some DC check to make fireballs go off in water). I even made the command word "Magnesium". (I think I'm soooo cute...)
So, in the interest of just carrying on a conversation, who else has made up some specific weapon, or spell, or whatever that could be fun to read about?
I just did an update of some pages on our group's wiki that involve one of these items... although really we have a tendency to create them somewhat willy-nilly.
My group grew out of the team that was writing Untapped Potential, so the designers in us have been somewhat omnipresent. However, when the game started, there were only four of us, and one was going to be the DM, so we needed a fifth. I called up a friend of mine, with whom I'd free-form RPed before; said friend was a gamer but had no D&D experience at all. Given how the other three players had picked their characters already (shaper, ardent, and erudite - my shaper is concentrated on providing astral constructs, so this group actually does have a melee tank), he asked around about figuring out where he could fit with no real overlap, and gravitated towards an "elf ranger" archer archetype and built accordingly. He also concoted a simple and hook-filled amnesia backstory to explain his own lack of familiarity with the world of Eberron. (He would learn about it firsthand, as his character would.)
Our first adventure was a published game, Shadows of the Last War. It wasn't hard for us, even without a meleeist, since most of the team are optimizers and we're all good tacticians. However, something interesting happened on the way through that module. One encounter puts the team against a carcass crab among the ruins of an old battlefield; glimmering amidst the pile of corpses is the Talaen Kara, a very potent Valenar double scimitar. You'll know right off that it's unique - it's engraved with a horse motif, and when spun in battle, the horse engraving seems to gallop. Mechanically, though, it's nothing too amazing for a low-level game: just a +1/+1 alchemical silver double scimitar. Its defining characteristic is that it's intelligent (its mind is that of a horse - the name translates into "bold stallion" and it ostensibly holds the spirit of a fallen Valenar war mount - and it has the correspondingly low mental ability scores and simple personality). Appropriately for a Valenar warhorse, it only really likes elf rangers... kind of like the elf ranger our new player was coincidentally playing. It also proved helpful against that carcass crab; his arrows weren't making much of a dent, so he switched to the new sword. He was clumsy at first (several bad rolls - he was built as an archer, not a meleeist) but he did manage to get a few good hits in.
But then a funny thing happened a few encounters later. We found another foe that arrows wouldn't touch. Out came Talaen Kara in his nonproficient hands. He uttered a brief battle declaration (something like "strike true!") and then made a full attack. Not one but two natural 20s fell - a critical threat from both blades at once. Right after that, the intelligent blade used its ability to cast a Bless spell centered on the wielder - a surprising but welcome effect. It was almost as if the weapon was responding to him - or as if his amnesiac elf was remembering the fighting prowess of a Valenar champion. The player took a liking to this, and the DM allowed him to rebuild his character. (We were all on a Tome of Battle kick at the time since it had just been released, so we used a Sublime Way ranger variant that one of my teammates cooked up and the newer player agreed to test.) The RP got kicked up a notch when our erudite had to leave the game; the DM's brother replaced him with an actual Valenar elf, albeit a commando/ninja type instead of the more iconic double-scimitar type; this provided our amnesiac elf with a sort of firsthand "role model" of modern Valenar... which somehow didn't actually match up with the fragments he was remembering.
As the story developed into homebrewed adventures, that simple weapon - included in a sidebar as random loot in a published adventure - took on much more significance. Tracing its history kept revealing more and more people and events that interlinked with our elf's forgotten past, and his familiarity with the weapon kept improving. The DM skillfuly wove in plenty of connections to the rich history of the elves and Valenar in particular, and the player dove in with gusto.
Quite a lot happened at this point, but I'll skip it all, because around here is where the game broke down due to scheduling. Two years later, the DM got the band back together and we decided to rewind the continuity to about this point. This included a few mechanical rehashes, tweaking a few of our characters (the ardent, for instance, became an ardent/erudite with a slightly increased telekinesis focus, and my shaper took a flaw (and corresponding bonus feat) to mechanically reflect her constant nightmares that I'd only been doing via RP. Stuff like that. The amnesiac elf didn't actually change at all apart from a few skill reallocations; the player was having a blast, and remarked "You can't really improve on perfection.").
I'm bringing this up because during the retconning, some mad genius noticed something about the Talaen Kara.
Here was a visually distinctive weapon... [The horse styling] ...with an interesting and colorful history... [a mighty warrior seeking to fight alongside his steed again, without diminishing the honor of its glorious death] ...and an unusual omen setting it apart from normal weapons... [the glowing horse engravings that seemed to gallop mid-swing] ...that unlocked a special power after the wielder proved himself worthy via a particular thematic trial. [Here, scoring two critical hits at a dramatic point led it to take action of its own.]
Does that sound like a legacy weapon to you, or what?
So, we redesigned Talaen Kara as a legacy weapon, and rethought its place in the colorful (and triply mysterious, after the reboot) history of our not-quite-so-amnesia-case-anymore elven warrior (and his now-veteran player - it's been nearly six years of gaming together!). Unravelling his history is turning out to be as central to the campaign as any part of the Eberron mythos normally would be, and a large portion of that is because of how memorable this otherwise overlooked, not-all-that-ideal, designed-for-a-different-character throwaway loot weapon in a published module turned out to be for our campaign. We took that weapon from its sidebar and made it our own, and interwove it in an epic fashion with the existing lore of the world.
If you want to see the final product, and the character as he stands now, check out his wiki page.
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.
[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling) [TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme) [AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class) [RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme) [AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility) [TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC) [TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods) [TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability) [AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme) [AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage) [TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme) [AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme). [TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme) [RT] Face First: We should talk. (Psionic, social, mind-control, info-management) [SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum) [RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt) [AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder) [RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard) [RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster) [RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout) [AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum) [AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme) [DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x) [AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB)) [RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive) [AR] Uberflank: I got your back. (Melee, support, stunt, teamwork) [TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support) [DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility) [AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt) [RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical) [RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical) [TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist) [RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme) [AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity) [TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)
Ha ha, wow, I really don’t think I can follow up on tempest’s story in terms of creative flare but I can give a short telling of one of my own custom works. A few years back one of our group decided to run a game around a fairly basic plot of dragon slaying. I started off with a changeling ninja but realized that despite my want for the flavor of the character he wasn’t going to be of much use later in the game. The party set up was that we lived in a mercenary based village and as a stipulation of residency you could be drafted for military service at any given time. I asked at what level of progression fire arms where in this setting (it was a basic greyhawk theme out of player’s handbook, but didn’t follow the storyline of oreth) he said that it had progressed to automatic, so I decided to go for a semi modern military based adaptive combatant theme.
I asked where the likeliest place was that I would have grown up around fire arms, and he told me that he had a warforged community, so I came up with a back story of as a young child my characters family was attacked by a dragon and it’s horde of kobolds well transporting materials and trade goods to the worforged community, they perished, and my character was taken in by a re-forged who raised me and taught me my crafting professions (armor smithing, weapon smithing, and gun smithing respectively). With that in mind, The character started out at level 5 I think it was, and the Dm allowed unearthed arcane generic classes, so the build was something along the lines of 1 ranger/ 2 fighter/ 2 warrior, and my weapons of choice where the basterd sword for melee and a hunting rifle and automatic handgun for ranged attacks.
The higher in levels I got the more frustrated I became with having to switch between the two weapons. Don’t get me wrong, they were fun tools to use in this game, and with my skill set up and tricks I was a fairly decent dragon hunter, but I wanted a more fluid weapon system. Ergo, I did what any good craftsmen would do, I made a weapon. I had recently had a discussion revolving around final fantasy style weapons with a friend and how to best do certain characters from the franchise as D&D models, so I thought why not make a gun blade?
The design for the weapon came out as a double weapon, the bladed end you could wield two handed martially or one handed with the exotic weapon proficiency for it, and the ballistic half as I refer to it was a two handed ranged weapon due to its kick and recoil. The blade did 1d10+str (half again if two handing) /20X2 damage and the Ballistic half did 2d10/20X4 with a range of 80 feet, out to 15 range increments and provoked for firing well threatened in combat as normal. The base weapon itself cost 400 gp and since it’s a double weapon it cost 300 gp for each part to be master work, coming out to a whopping 1,000 gp cost for a total master work gun blade. I wound up finishing it’s construction at around 11th level, and from that point on that character could not be played without his signature weapon.
Interestingly enough after that he also started getting a few warforged graphs installed as well, so his back story came out to a nice full circle of him becoming more dethatched from his human side in order to be a better solder. Thus was one of my favorite characters in my D&D career.
The mention of intelligent weapons reminded me that I came up with a greater power allowing intelligent items to take humanoid shape (as the change shape ability, with Strength and Dexterity scores based on the item's highest mental ability score).
You always have intelligent items that speak and think like the flesh and blood characters that walk around them, so this was just taking that one step further by allowing them to become NPCs in body as well and talk to their owners face-to-face (and it's fun to imagine the anthropomorphized appearances of different magical items, like a spindly and wild-haired broom of flying).
Like so much else, it's just waiting for a good moment to use in my campaign, but I get plot hooks just from thinking about the different possibilities and I'm looking forward to seeing it in action.
The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens
= My most popular campaign item; for all your adventuring convenience.Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. • When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. • When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. • When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. • When button 4 is pressed, the rod becomes a sturdy iron spade. • When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Wow Those are some great stories! I also have some comparable stories, like the "heartbow" that I stole from a cheesy movie that gives a charisma bonus to the critical confirm bonus (shot "from the heart") [like the feat power critical, and stacks].
I wish I had time before work to tell the stories like you all did!
Moorcock anyone? I based a few Chaotic Evil characters around some greatswords, but forgive me as I'm at work and doing this from memory.
Greatsword +4 of dancing which is anarchic (aligned CE, actually), allows the user 3 ‘gust of wind’ spells a day, and can cast ‘whirlwind’ in pursuit of chaos/opposing Law. (Dedicated power is DM/NPC controlled only). The user feels/reacts as if wielding a longsword instead of a greatsword (cf ‘Sunblades&rsquo. Scabbard. (200,000 gp)
Aftershock: +4 black polished red-veined marble (heavy- 3d6) greatsword runeblade; anarchic, unholy, collision; spike stones 3/d (DC18); special purpose defeat Law; special purpose power earthquake (DM/NPC use controlled). [actually an earth elemental] It exudes an eerie eldritch glowing-magma radiance concentrated in it's blade-etched runes during battle against lawful foes. (200,000)
I forget the fire one, I left my wife at that time. I think you can put a basic fire sword idea in your head by yourself. I think it was named Balefire.
Oh, and I think Quench had the underwater thing like AD&D where you could swing it underwater. (Free action old-style) And I think the heavy weapon of Aftershock was stolen from some other version of D&D in between and required a feat to even use.
In my campaign I have a pair of mithril gauntlets Diir and Diin made by a master dwarven smith, Ulfgar, who died when creating them. The story I have written around them is when the day came to create them he called out to Moradin for assistance. Moradin then took him into the outer realms and introduced Ulfgar to each of the gods in the dwarven pantheon but none were able to assist him. Finally Moradin took him to a place of Chaos and darkness where they found Diirinka and Diinkarazan the mad dwarven twins who were kicked out of the pantheon. In a moment of lucidity (brought on by the presence of Moradin) the twins gave Ulfgar runes of power and lamented the derro and the loss of their dwarven heritage. When the lucid period started to pass and the madness returned Moradin then returned Ulfgar to the material plane, where he crafted the gauntlets and put too much of his own life essence into their creation and died when they were complete.