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Legendary Armaments
#1
Legendary Armaments
Legendary Armaments are powerful weapons and armor which can only be wielded by the most mighty or skilled heroes. These armaments are almost never available for purchase; instead they are often found in the dangerous tombs of great warriors, or protected by monstrous creatures.

Base Model: All Legendary Armaments have a base model; a +1 version of the weapon or armor the armament is based on. The Legendary Armaments may be found like this, and require the hero who wields the weapon to empower it in some way, or may be found already a high level weapon. It is up to the DM to decide the armaments Enhancement bonus and the Enchantments it comes with when the weapon is found. For the purpose of comparison, status as a Legendary Armament is worth at least as much as 50,000 gil, and typically does not interfere with other Enchantments.

Prerequisites: Equipping Legendary Armaments grant you no additional benefit if you do not have proficiency with the base weapon or armor, or if you do not fulfill the prerequisites outlined in it's entry. It remains a magic weapon or armor, but you do not gain a unique Limit Break, or an additional use of Limit Breaks.

Benefits: In addition to the standard benefits of wielding magic weapons or armor, Legendary Armaments grant you the ability to use a Limit Break one additional time/day, and each armament comes with a unique Limit Break that the character equipping it automatically knows and may perform. You may only gain one additional use of Limit Breaks through the use of Legendary Armaments per day, regardless of how many armaments you possess. A character with multiple Legendary Armaments may still choose to use the unique Limit Break provided by the equipment, even if it grants no additional use/day.

Empowering Legendary Armaments: The method of empowering these weapons and armor may be as simple as taking it to the local magic smithy or as complicated as the DM wishes. The DM may substitute a thematically appropriate ritual (typically performed in front of a hero's grave, or a powerful magical item) or quest undertaken in order to empower the weapon or armor. This ritual or quest should remain as costly as having the weapon or armor simply enchanted, whether it be paid with money or opportunity.
Lion Heart, the Advanced Gunblade
Description: While based on a relatively simple model, this gunblade incorporates state of the art technology that isn't readily available. It may be a prototype, or a remnant of a more advanced civilization. Regardless, this gunblade is so easy to use that a dedicated professional will find it simple to hit a foe twice when any normal gunblade would hit only once.
Base Model: +1 Standard Gunblade
Prerequisites: BAB +10, Gunblade Expertise.
Unique Limit Break: Lion Heart.

Lion Heart (Su): This limit break quickens the character's attacks for a round. Once during the round the character activates this limit break, he can make a Full-Attack as a standard action. If he hits with at least one attack during his turn, he deals extra damage equal to 1d4 per character level level and the target must make a Fortitude save (DC 10 + 1/2 character level + his Charisma modifier) or be disabled for a duration of 1 round + 1 round per four character levels.

Orichalcon, the Assassin's Dagger
Description: Lighter than a dream, this blade dances in the hands of a master. It's perfect for cutting a purse from an unsuspecting mark, and just as adept at dancing past a bewildered foe's guard. Whatever metal it's made of gives it a slight green sheen; but otherwise it doesn't appear very special at all.
Base Model: +1 Dagger
Prerequisites: Sleight of Hand 10 ranks
Unique Limit Break: Thievery

Thievery (Su): If the character has a free hand, he can activate this Limit Break as a swift action. The character makes a Sleight of Hand check to steal an item from the enemy. In addition to the standard options available with Sleight of Hand, if the check beats a DC 30, the character can choose to steal the target's weapon. If the check beats a DC 40, the character can choose to steal the target's armor. Regardless of the item's size or weight, the character can carry it in one hand without encumberment, until he sets it down or the end of combat. If the theft is successful, the target takes damage equal to the Sleight of Hand check result.

Paladin, the Holy Shield
Description: An enormous shield made of enhanced white wood, this relic is rimmed and reinforced by silver and emblazoned with a symbol of the sun. Paladin may be destroyed like any shield, but until that day comes it will never rot, dent, or stain.
Base Model: +1 Tower Shield.
Prerequisites: BAB +6, Ability to cast Esuna.
Unique Limit Break: New Dawn.

New Dawn (Su): This limit break basks the character and all allies within 60 ft. with a protective light. Any effect that allows a saving throw or spell resistance immediately ends; in addition, for a duration of 1 round + 1 round per four character levels, the character and all allies within 60 ft. automatically succeed on all saving throws and are immune to any spell which allows spell resistance.

Robe of Lords, the Majestic Vestment
Description: These resplendent robes are more than elegant attire. This magically treated garment attracts ambient magic, allowing the wearer to fuel her spells with the magics of the earth - for a time, at least.
Base Model: +1 Wizard Robes.
Prerequisites: MP pool equal to or greater than 75.
Unique Limit Break: Manafont.

Manafont (Su): This limit break lets the character draw in the magic all around him to produce miracles. For a duration of 1 round + 1 round per four character levels, the character can cast any of his spells without drawing from his MP pool. While this ability is active, the character's magic power protects his body, granting him DR 10/- for the duration of the effect, and spells he casts while under the effect of the manafont cannot be interrupted.
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#2
Love it so far... >.> though, I did drop the mastercraft mechanic when I switched over to Pathfinder.
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#3
(04-18-2013, 07:38 AM)Viladin Wrote: Love it so far... >.> though, I did drop the mastercraft mechanic when I switched over to Pathfinder.

While not mastercraft, there are masterwork items in the Pathfinder system. Though that's not to say that you couldn't add mastercrafting back to this system, either.
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#4
Really? I was not aware of that.

Change in plans. Legendary Armaments are magic weapons and armor, and for the most part draw from the same pool of enchantments as regular weapons and armor (I'm assuming Pathfinder magic weapon/armor rules?). The stats for each individual Armament will be left to the DM's imagination (So the DM can adjust depending on the level of the campaign and the attributes of the individual characters), but each comes with a unique Limit Break, +1 Limit Break/day, and improving the weapons requires a ritual of some sort.
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#5
Added Orichalcon, the Assassin's Dagger. Feel like it could be streamlined a bit, but I like it so far.

EDIT: Streamlined.
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#6
I agree with Vil. It does look pretty sweet so far. Is there any chance of
Legendary Armor being added to the list any time soon?
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