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Mystletainn, Scarletite and other elemental materials
#1
Mystletainn: Though good steel will usually suffice in most cases, there are times in which weapons and armor forged from other materials must come into play. When fiends emerge from one of the many hells below ground or the undead burst forth from cracked earth, no metal is better for combating these monsters than mystletainn. A white metal with a slightly bluish tinge, mystletainn in its raw form is virtually unworkable due to the sheer amount of energy it has, making it move and grow all on its own as though alive. Only after baptizing the ore in holy water once smelted does the material become compliant. Its innate energy resonates with the holy water far better than anything else, and in so doing becomes a blessed metal well-suited to holy knights and others who wield sacred powers.

Weapons made from mystletainn emit a burning radiance when striking targets, dealing 1 point of holy damage alongside whatever the weapon normally deals. Holy knights, as well as any other creatures with the lay on hands ability, may channel their ability through a weapon made of mystletainn as if it had the conductive property, whether or not it actually does, or even has been enchanted at all. Dark knights wielding weapons made of mystletainn take 1 point of holy damage per round, so long as it is held in their hand.

Mystletainn's semblance of life is not hammered out when forged, merely kept still, and when being worn as armor, tends to cling to its wearers, but has preferences that stem from its refinement process. Its holy nature makes it symbiotize and synergize with those who control like powers; as such, holy knights wearing armor made of mystletainn reduce the armor check penalty by 2 rather than 1, increase the maximum Dexterity bonus by 1, and incur no penalties to movement from the armor, regardless of whether it is light, medium, or heavy. Others who wear mystletainn armor find that it subtly fights back as one tries to move, increasing the armor check penalty by 1, reducing the maximum Dexterity bonus by 1, and reducing their movement speed by an additional 5 feet. Shields made of mystletainn provide no armor check penalty for holy knights, but increase their armor check penalty for all other creatures by 1.

Mystletainn has a hardness of 15, and 30 hit points per inch of thickness. All items made of mystletainn are considered to be of masterwork quality; this is included in the prices below.

Item cost modifier: 
Weapons: +3,000 gil
Light armor: +1,000 gil
Medium armor: +4,000 gil
Heavy armor: +9,000 gil
Shields: +1,000 gil

Scarletite: Elemental energy perfuses the land in many forms, with different areas holding varying levels of elements. Found only in places such as volcanoes, desert mines, and other places filled with fire-elemental energy, scarletite is a vaguely crystalline ore that is said to have been blessed by the passing by of Eidolons of fire. Uncomfortably hot to the touch, its elemental affinity makes it very difficult to forge, but it can be used to fashion highly effective weapons and armor. Weapons made of scarletite deal 1 point of fire damage on top of whatever other damage they normally deal. Armor made of scarletite has other materials involved in crafting it that prevent it from harming the wearer, but confer some protection against ice damage. Light scarletite armor gives ice resistance 5, medium scarletite armor gives ice resistance 10, and heavy scarletite armor gives ice resistance 15. Scarletite shields grant ice resistance 5 and a +2 bonus on Reflex saves against effects that deal ice damage; these bonuses do not stack with any other forms of ice resistance.

Scarletite has a hardness of 10, and 30 hit points per inch of thickness. All items made of scarletite are considered to be of masterwork quality; this is included in the prices below.

Item cost modifier:
Weapons: +1,000 gil
Light armor: +4,000 gil
Medium armor: +9,000 gil
Heavy armor: +14,000 gil
Shield: +5,000 gil

Scarletite has many other equivalent "sister" materials, all of them functioning with different elements.

Pagite: Ice, armor offers wind resistance
Tiamatite: Wind, armor offers earth resistance
Materite: Earth, armor offers lightning resistance
Coralite: Lightning, armor offers water resistance
Aquite: Water, armor offers fire resistance

Signing of Manly Man ~A Man~
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#2
And now, we bring to the table some weapons.

Lustrous Sword: Just as darksteel is forged to make powerful dark swords, so is mystletainn used to make a holy counterpart, known as a lustrous sword. These weapons were infused with holy-elemental magic while being forged, and strike enemies almost as though they were quite literally made of the stuff. Though normally found as +1 mystletainn knight swords, there are other forms of sword that have been made into them, such as katanas and greatswords, and all of them treat the damage they deal as holy damage in many ways. While the damage dealt is still physical in nature, creatures with vulnerability to holy damage take 50% more damage from attacks made by a lustrous sword. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures resistant to holy, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist holy 5 would take 10 less points of damage from a lustrous sword. Creatures who are immune to holy damage only take 1 point of damage per hit, and creatures who absorb holy damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage and enchantments, or any other source of damage not multiplied on a critical hit, are not affected by this ability.

All holy knights are proficient with any lustrous sword, even if it is a sword with which holy knights are not normally proficient. Lustrous swords can be further enchanted, calculating prices as normal.

Price: 6,500 gil

Construction:
Requirements: Craft Magic Arms and Armor, light III, lightra; Cost: 3,250 gil

Flametongue: Though scarletite on its own is a potent enough material, there are those who feel that merely adding a modicum of heat to their fighting is not enough. For these insatiable pyrophiles, there is a special sword made from their precious red ore through extensive alchemical and magical treatments in its forging. Usually seen in the form of +1 scarletite longswords, though they can be any other kind of sword if the maker so wishes, the flametongue is a potent instrument of fiery devastation. While the damage dealt is still physical in nature, creatures with vulnerability to fire damage take 50% more damage from attacks made by a flametongue. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures resistant to fire, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist fire 5 would take 10 less points of damage from a flametongue. Creatures who are immune to fire damage only take 1 point of damage per hit, and creatures who absorb fire damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage and enchantments, or any other source of damage not multiplied on a critical hit, are not affected by this ability.

Flametongues can be further enchanted, calculating prices as normal.

Price: 4,500 gil

Construction:
Requirements: Craft Magic Arms and Armor, fire III, fira; Cost: 2,250 gil

In the same vein of scarletite having related materials of different elements, there are also "sister" swords that are made of these other materials. The kind of sword they most often are and what spells are used to make them are thus, otherwise functioning the same with their different elements and costs:

Icebrand: +1 pagite longsword; Requirements: blizzard III, blizzara
Gladius: +1 tiamatite short sword; Requirements: aero III, aera
Stoneblade: +1 materite greatsword; Requirements: stone III, stonera
Coral sword: +1 coralite falchion; Requirements: thunder III, thundara
Iga blade: +1 aquite katana; Requrements: water III, watera

Signing of Manly Man ~A Man~
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#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

Signing of Manly Man ~A Man~
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#4
Are we still getting the elemental artifact weapons soon? Might be using these in a new campaign. Also in Masamune, you have Celerity twice, in 5/day ad 3/day. I am assuming the 5/day i supposed to be the lesser version instead.
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