Ironworks Gaming Forum

Ironworks Gaming Forum (http://www.ironworksforum.com/forum/index.php)
-   Baldurs Gate II: Shadows of Amn & Throne of Bhaal (http://www.ironworksforum.com/forum/forumdisplay.php?f=12)
-   -   bored so....if you could make a cool weapon (http://www.ironworksforum.com/forum/showthread.php?t=6155)

PeeWee 02-19-2002 07:04 PM

I'ma bit bored and the posts are rather thinning down.

If you could make a weapon to better your game or purely just out of fun, what would it be like? Nothing too outrageous like a 10k dmg dealer heh...

I've thought of:

Dawn's Light
Created by a local smith of the Versathe Valley during a time of peace. This weapon was intended to be used by the smith's only brother who was his town's Magistat. Magistats were lead figures who secretly dealt with the town's outside problems. Not much is written about these figures since it was clear they wanted to remain anonymous as if they never existed for many reasons. The smith forged two blades from ore that was only deposited within a small mine deep in the valley. Not much can be said or is known of what metal the blades were made from. Each blade took 5 years to create. The process was a long and arduous one entailing much sweat, sacrifice, and even bloodshed. The journals and lore as well as much of the town was washed away many years later by a terrible tide from the westward skies. Some said it was the wrath of a God though not many knew which. Although the town was destroyed and the people dead and gone, this sword as well as it's brother sword have found their way back into our world today.

This weapon has a rather dull look to it when first glanced upon. The hilt seems to be made from white,hardened sewn hairs, of which animal or being we know nothing of. Rumor has it that they were once part of the mane of a white dragon of the Emerald Clouds.

weapon:
non-magical bastard sword
2d6
weight 8
required str 18
speed 2
restrictions
only true neutral classes can wield it.

**special abilities
In the hands of a true neutral descendant of the Twin brothers lost in time does the magic reveal itself. The sword can be controlled to either be magical or non-magical for different situations.

the stats change drastically

magical
2d6+2 fire/cold/poison/electricity
weight: 0
required str: 0
speed: 0
ac bonus +2
fire/cold/poison/electricity/magic resist 20% increase
immunities: domination, imprisonment

3 times a day can be switched to magical or non-magical.
2 times a day can cast cure medium wounds.
1 time a day can cast horror with a saves vs spell made at -4.

Seeker of energy ( 15% chance that the sword will drain 20% lifeforce and magic resistance from target on a successful hit with no saves being made, magic resist is not checked)

(considered +4 enchantment [img]smile.gif[/img] )
(wanted to throw in it's a +5 THACO weapon when magical.)

When equipped in the right hands, the blade vibrates sending out an ethereal song that forces all humanoids and dragons in a 50 foot radius to fall asleep for 3 rounds unless they make a savings throw against breathe weapons at a -2. This doesn't affect the wielder nor the wielder's twin holder but will affect all party members. It is advised to use this when in dire of emergencies and only when the one person is in combat alone.

If in the presence of it's twin, the sword will glow a bright blue showing etched writings down the length of it's blade.

The twin sword glows a bright red and has different immunities.

Not many know of these swords much less possess the ability to unleash their powers.

[ 02-19-2002: Message edited by: PeeWee ]</p>

andrewas 02-19-2002 07:25 PM

Hmm, heres one of my fave swords I created to gift to the party I was DMing whever "the balance swung too far towards evil". REad - whenveer they screw up too much...

ShadowSlayer

Forged by the god Helm, this sword was created specificaly to fight evil. Its power was such that the swords gained a sentience of a sort, able to see dimly into the future and choose its master at will. It only appears when great evil threatens to overcome good and destroy the balance entirely. The sword will thenchoose some champion and appear to him, remaining until the task is complete and balance is restored.

STATS:

The sword takes the form of whatever sword its current master is most proficient with, Most commonly a Two Handed Sword or a Long Sword.

Enchantment level +7
THACO bonus +7
Damage d12 + 5
Double damage to creature with a negative energy connection (vampires, most undead)
Triple damage to demons.
+2 damage to any creature of evil alignment
+2 damage to any creature of chaotic evil alignment

CONTINOUS:

Detect Evil : The runes on the blade glow red in the rpesence of evil. The brightnes of the glow provides some indication of the magnitude of the evil.

Regen: The weilder regenerates HP at a rate of 3 per round.

ONCE PER DAY:

Destroy Evil - any Evil creatures within 5d6 yards must save vs death or be destroyed.

Sunray - as per the spell

Summon Deva - AS per the HLA "Summon Deva", although with a casting time of zero and a permanent duration, the deva departing when dismissed or the weilder is killed.

enigma 02-19-2002 07:28 PM

Yeesh...that's one well developed blade. I was thinking of a specialized weapon I could make for an NPC I was giving some thought to. She'd be a swashbuckler (almost like a pirate...), so I'm thinking scimitar or maybe a longsword...perhaps w/ the name "High Tide" or somethin' pirat-y like that...I'm not very good with the whole creativeness-thing.

Ooooooooorrrrrrr......at +92 Hackmaster! MWAHAHAHAHA!!.....I think Liarlcor's saying have carved themselves into my cranium...I really need to cut back on playing time...

[ 02-19-2002: Message edited by: enigma ]</p>

antonius 02-19-2002 07:40 PM

Could probably manage something like it - except that toggle as magic weapon thing - I doubt that's possible. Someone prove me wrong [img]smile.gif[/img]

PeeWee 02-19-2002 07:52 PM

LOL,

@ Andrewas, OMG [img]smile.gif[/img] Definitely a well thought out blade. Makes me wanna add the enchantment part to mine but it's only a starter sword.
I could see it used in a DM game that involves party members also deciding their lineage. Some can have good things happen to em like this sword falling into their lap or have bad things happen like ghosts of their ancestors coming to haunt em....

The lore only works if the true neutral individual of the right lineage identifies it. If other party members identify it, then it appears as if it's a regular sword. The enchantment would have to be +4 since it's an old sword and not made to fit these times of wars.

Hehe, and if I knew ya had your ShadowSlayer sword in your DM games, you betcha I'ma let the vamps kill off a few party members =/
Come to the lightttt....

And enigma, it aint too hard to just think up something when ya got idle time. Just try it since there are no limits or rules. Well all considering...

One could clearly just make a : SWORD OF CHEESE.
type: any
dmg: not needed
when wielded: instant immunity to aoe,melee,magical dmg. as well as invulnerability.

when swung: AOE effect of Death. No saves/resist checks.
when there is a missed swing: choice of loot off of npcs not dead yet- item box pops up.

So your swashbuckler sword is far better than this cheesey one of mine and the name High Tide is actually cool.

Deathcow 02-19-2002 08:21 PM

Headmallet +4

Headmallet was the weapon of Deathcow the Assassin. It is the only weapon in the history of Faerun that can Backwhomp, and it glows bright red with power. Backwhomping is akin to backstabbing, except for the fact that hammers don't stab. There is a 60% chance that the Headmallet will strike an opponent in the head when Backwhomping, stunning them for 2d4 rounds. If your strength is less than 10, there is no chance of stun because you have puny little arms and you hit like a little girl.

Equipped Abilities:
-25% to Hide in Shadows because you're holding a glowing red hammer.
Non-Detection.
Frustration Release once per day. Frustration Release sets attacks per round to 6 and gives +2 to THACO and damage, but gives a penalty of +5AC. This effect lasts for two rounds, and your character is fatigued afterwards.

Combat Abilities:
+4 THACO and crushing damage against opponents not wearing helmets.
When Backwhomping, if the opponent wears glasses, their glasses will be knocked off their head and they will be blinded for 2d3 rounds unless save vs. spell for half duration (if they wear one of those elastic thingies around the back of their head to hold their glasses in place, or if they manage to find their glasses by fumbling around the floor).
Thaco: +4 Bonus
Damage: 2d4+4
Damage type: Crushing
Weight: 12
Speed Factor: 4
Proficiency Type: Hammer
Requires: 3 Intelligence
Usably by:
Deathcow (Who barely meets the requirements).

andrewas 02-19-2002 08:23 PM

<blockquote>quote:</font><hr>Originally posted by antonius:
Could probably manage something like it - except that toggle as magic weapon thing - I doubt that's possible. Someone prove me wrong [img]smile.gif[/img] <hr></blockquote>

At a guess - create two version of the sword. Each one has a spell bound to it which destroys it and spawns the other version to take its place. Of course it would appear inyour inverntory rather than the quickslot, but nothings perfect.


@peewee - thanks, yours is pretty neat as well. the enchantment level is essential for a named blade though, since you cant get it from the damage/thaco bonus in most cases. Having the enchantment level given in the desc would have saved more than one post on this fourum, about the daystar especialy. And it saves argument in PnP as well.

Feyd 02-19-2002 08:34 PM

That was hilarious, DeathCow!

Me..I'm a pretty straight forward guy. With the IEEP Pro item editor, I made a radiant, red 2H sword that hits with Magic Missiles, Chain Lightning, Breach, Slow, Pierce Shield, and Stun effects. When weilded, the user is Protected from Evil, St and AC bonus, and 50% MR. Makes that Carsomyr seems like a kiddie toy.

If I was to make a funny weapon, then maybe I would add Stinking Cloud and Polymorph others, no saves!

Azred 02-19-2002 08:42 PM

<blockquote>quote:</font><hr>Originally posted by andrewas:
At a guess - create two version of the sword. Each one has a spell bound to it which destroys it and spawns the other version to take its place. Of course it would appear inyour inverntory rather than the quickslot, but nothings perfect.<hr></blockquote>

<font color = lightgreen>Your guess is perfectly on the mark; I already have a sword that does this--it switches between a one-handed and two-handed grip, much like a true katana can. You can set the ability that spawns the weapon to make it appear in the correct weapon slot; use IEEP and the effect "create item in slot" to do this. [img]graemlins/thumbsup.gif[/img]

I would put the texts for a couple of my items here, but I see that when I had to reinstall my game yesterday [img]graemlins/dontknowaboutyou.gif[/img] all my custom item descriptions have lost their dialog.txt indices! [img]graemlins/crying.gif[/img] Also, because I hadn't burned them to my CD, I'll have to recreate them from scratch. [img]graemlins/doh.gif[/img] </font>

Cerek the Barbaric 02-20-2002 12:16 AM

Here's a present for you, <font color="silver">Enigma</font>
I hope you like it.

<h3><font color="blue">High Tide - Scimitar of Quickness</font></h3>


Sir Robyn Prescott, known throughout the seas as “The Gentlemen’s Pirate” commissioned this unusual sword. It has a sea-green hilt wrapped in eel skin, with a dark blue blade. Light shimmers up and down the blade, giving it the appearance of fluidly flowing water.
Prescott paid a sizable amount of treasure to have this sword made. It gave him considerable advantages in combat. His skill and speed were unmatched and his opponents often found themselves disarmed and at Sir Robyn’s mercy before the fight had seemingly begun. True to his name, Prescott would offer safe passage to the captain and crew of any ship he captured. They would be set ashore unharmed, but away from the nearest town. Sir Robyn retired from the buccaneer’s life a wealthy man, but - in an ironic twist of fate - his prized sword was stolen from his home a few years later and never recovered.

The specific properties of the <font color="cyan">High Tide</font> are:

Scimitar of Quickness, +2
Wielder always gets first attack of each round. If the wielder gets multiple attacks/round, the remaining attacks are taken on his/her normal initiative roll (in other words, wielder gets one attack on the first initiative of each round, but might not get any more attacks until the end of the round).

<font color="cyan">High Tide</font> automatically cast Airy Water on wielder when s/he is submerged underwater. No duration limit.

Haste on wielder 3/day.

Summon 16HD Water Elemental 1/day (MUST be on or near the ocean to do this. Only works with large volume of salt-water)

When the sea is at “high tide” (works off lunar cycle, so wielder does NOT have to be at sea for it to work), <font color="cyan">High Tide</font> becomes a Defender +4. The wielder still gets the first attack each round, but now has a +4 enchantment that can be added to the sword’s ThAC0 or the wielder’s AC. This +4 bonus can be divided any way the wielder so chooses (i.e.: +4 to hit&dmg/0 to AC, +2 to hit/AC, +3 to hit&dmg/+1 to AC).

[ 02-20-2002: Message edited by: Cerek the Barbaric ]</p>


All times are GMT -4. The time now is 11:32 PM.

Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved