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Mystletainn, Scarletite and other elemental materials
#3
And now for artifact-grade swords of each kind. Lustrous swords go here, the elemental ones will be in the next post.

Lightbringer
Aura strong light; CL 20th; Slot none; Weight 6 lbs.

Thought by some to have been forged as a counterpart to the dreaded Deathbringer, this powerful lustrous sword has periodically shown up throughout history as a bastion of hope, and in the hands of great heroes, lain waste to entire armies of fiends and undead, destroying them with impunity. Shining with radiance like the sun itself, its blade radiates light as the daylight spell; this effect cannot be dispelled.

Lightbringer is a +6 keen shining burst knight sword that can utterly wreck the battlefield with explosions of sacred energy. Upon a successful critical hit, the shining burst effect's radius is increased to 15 feet, and deals 3d10 holy damage instead of 1d10. If the attack roll was a natural 20, the shining burst damage dice deal maximum damage, as though all dice had rolled a 10. If both the attack roll and confirmation roll are a natural 20, instead of the normal shining burst effect, the target struck is instead the center of a lightra effect (10d6 holy damage, 20 ft. radius) that ignores spell resistance, with a DC 20 Reflex save for half damage. The wielder is unaffected by the lightra effect.

Powers
At will- light III (DC 20)
5/day- holy (DC 21), lightra (DC 20)
3/day- holy II (DC 23), lightga (DC 22)
2/day- holy III (DC 25)
1/day- saintly beam (DC 27)

Masamune
Aura strong chronomancy, enhancing, light; CL 20th; Slot none; Weight 6 lbs.

Forged in distant lands lost to the passing of years, Masamune is a lustrous sword with a reputation for gentleness that seemingly contradicts itself with a certain sense of ferocity as well. The master swordsmith who crafted this fine blade was a man of mercy, preaching that the soul of a weapon that kills indiscriminately is no soul at all, but is a bloodthirsty demon in a metal shell. To slay a redeemable enemy is to deny them a chance to learn from their mistakes, and a waste of life. Despite these forgiving philosophies, the swordsmith also proclaimed that the greatest kindness one can offer to a foe is a quick defeat, wisdom that has passed onto the blade as well, and so those who wield it are gifted with superhuman quickness.

This +5 holy merciful katana of speed is a selective beast when doling out judgement. Its merciful effect is always active and cannot be dispelled, except when fighting evil outsiders and undead. Against such foes Masamune holds nothing back, becoming a +6 holy keen shining burst katana of speed, and is considered to have the bane effect when attacking evil outsiders and undead.

Powers
Constant- wind runner (upon wielder)
At will- haste, temper
5/day- anticipatory strike, lesser celerity
3/day- celerity, hastega
1/day- greater celerity

Durandal
Aura strong enfeebling, enhancing, light; CL 20th; Slot none; Weight 14 lbs.

Durandal is a work of righteous art, a magnificently large and beautiful weapon that inspires the courage necessary to defeat vile opponents. Legend has it that this lustrous sword was baptized in the blood of the Eidolon known as Maduin when forged, rather than the holy water mystletainn is usually treated with. It is a +5 holy keen merciful shining hardedge, and the divine ichor with which it was made has granted the weapon a life and mind all its own, using its great willpower to slay those beyond redemption.

When battling the foulest of enemies, Durandal imposes its iron will upon those it strikes, bringing them to their knees if it does not break them entirely. All good-aligned wielders of the weapon are given the ability to use smite evil three times per day, as the holy knight ability, using their HD as their holy knight level for determining extra damage and using either the wielder's or Durandal's Charisma modifier, whichever is higher, to determine other effects. Holy knights who wield Durandal instead treat their class level as four levels higher for determining the effects of smite evil, and combine their daily uses of smite evil with those of the sword. All creatures with the evil subtype who are struck must make a DC 25 Will save or be afflicted with the Charm status for 1d6 hours, ignoring any immunities to mind-affecting effects. On a critical hit, they must instead make a DC 27 Will save or be dazed for 1d3 rounds and are Charmed for 1d6 hours. Its special purpose is to make evil beings repent and change their ways.

Should someone manage to overcome a battle of wills with the sword, Durandal still refuses to allow non-good creatures the use of any of its special abilities or powers, and functions only as a +1 mystletainn hardedge in their hands.

Statistics
Alignment NG; Ego 32; Senses 120 ft., blindsense
Int 14 Wis 16 Cha 20
Communication empathy, speech, telepathy
Languages Celestial, Common, Sylvan

Powers
At will- temper, zeal (upon wielder)
5/day- crusader's edge (upon wielder)
3/day- bravery (upon wielder)
1/day- euphoric tranquility
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RE: Mystletainn, Scarletite and other elemental materials - by Manly Man - 05-09-2018, 09:11 PM

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