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Old 02-28-2002, 04:20 AM   #61
Luvian
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Join Date: June 27, 2001
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Ok, I will post an item too.

First, before posting the item, I will post the character to wich this weapon will go:

As I said earlier, I am working on an evil mod. One of the character I have created is:

Female Human
Fallen Paladin 12/Mage 9
(The Fallen Paladin Class is inactive for now. Yes, Fallen Paladin can't dual class, but for roleplaying reason I needed the character to be able [In D&D third edition Paladin can dual class], so I created a Fighter kit with the exact same Abilities and Penalties than a Fallen Paladin)
The character used to be a Paladin, but she went on a Quest, and something happened (wich she don't remember, it will be revealed in a subquest, with the ability convert her back to Lawfull good if you want, althought she can never be a Paladin again)and when she woke up, she could not remember anything. She joined with a group of evil adventurer, and later converted to magic.

Now, I was thinking about giving her a custom item, so I had this idea: "What if she had an holy sword, but the sword was linked to her, so when she turned evil, her sword turned evil too (I might might make the sword intelligent, if I can find a good reason to do so)"

So I took the Basic Holy Sword According to the Dungeon Master Guide:

Long sword +5
1d8+5 damage, +1d6 holy damage to evil creatures
Regular Longsword speed
When wielded, give spell resistance of 15% with a radius of 5 foot.
Can cast dispell magic at will at a caster level equal to the paladin's level.

I left the damage as is, but instead of +6 to evil creature, I made the sword cast Chill touch on every attack (saving throw negate) The damage and thaco penalty of the spell are a little higher than the +6 is, but since Chill touch is 1-8, it can do some crappy damage, and at high level, monsters tend to make all saving throws, so I won't add any extra penalty to the sword to compensate. Then, instead of Magic Resistance, I have the sword cast spirit armor on the cater. And instead of Dispell magic, and since spirit armor is a little more powerfull than 15% magic resistance, I have the sword cast the Doom spell 3 times per Day. Now, I want the sword to be usable only by this character, and only once the Fallen Paladin Class is active again, but I don't know how to make that, so instead, I restrict the item To Lawfull evil Fighter with an intelligence, wis and cha of 17+ (The requirement to be a paladin and to dual class to mage)

So, here would be the stats of the sword:

Long Sword +5
Regular long sword speed
Every hit cast Chill Touch, with the regular saving throw to negate.
When Equiped the sword cast spirit armor on his wearer.
Can cast Doom 3 time per Day.
In the description, instead of saying That it is restricted to Lawfull Evil Fighter with 17 int, cha and wisdom, I just say that this is the character's sword. Most people would not have a Fighter with those stats, and would probably not think about trying it on the fighter.

Now, add a red or black effect around the sword (or possibly both, alterning every few seconds) and you have a nice Unholy Sword.

[ 02-28-2002: Message edited by: Luvian ]

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Old 02-28-2002, 05:04 AM   #62
PeeWee
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Join Date: January 25, 2002
Location: Houston
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See, I like that idea as is. The subquest sounds cool and the weapon isn't bad at all. I doubt it centers around one weapon but you could easily make it if ya wanted.

As for it having an AI or bein able to talk, and incorporating it into a story. It seems that the sword will be soulbound to the wielder. Any alignment change will affect the way the sword acts.

Remember ya said something about the paladin can turn back into lawful good. If so, you need to remember to set some triggers for the sword to revert back to it's original state. Tricky to do.

BUT, you can also have an "alter".... in order to change alignments, the lady has to hand in her sword and place it in this shelf. Out comes the new weapon. There are many ideas that can spin off from this.

The dooms and chill touch seems to be good for big baddies even when going solo against them. After 3 dooms are casted, each chill touch should deal out considerable dmg especially if the paladin is hasted; that's good melee dmg ontop of the chill touch - 2 for 1 all in one sword.
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Old 02-28-2002, 05:06 AM   #63
Luvian
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I want to apologize to anyone I might have offended, it was not my intention. I tend to be very extreme, especially when I am tired, wich is most of the time I am posting, since I almost always post very late at night. I will try to moderate myself from now on. I am coming from a very big board, where you have to be hard if you want to survive there, I just kept acting the same way here.
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Old 02-28-2002, 05:18 AM   #64
Luvian
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I know about having to revert the sword back if the character become good again, but by the time I figure out how to make the quest and change the character's aligment back, changing the item will be no problem.

quote:
The dooms and chill touch seems to be good for big baddies even when going solo against them. After 3 dooms are casted, each chill touch should deal out considerable dmg especially if the paladin is hasted; that's good melee dmg ontop of the chill touch - 2 for 1 all in one sword.


Do you it is too much? I think it is ok, since if the character use the 3 Doom spell, he won't have any more for the day. I wish they will patch the stackable Doom spells. This should not be like that.


What do you think about the theme of the weapon? Chill Touch and spirit armor give it power that can be associated to undead, and Doom can also be associated to undead. and SPOILER... Undeads have a big part in what happened to the character.
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Old 02-28-2002, 09:00 AM   #65
mangy_dog
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Join Date: January 7, 2002
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I am pretty sure that Baldurdash has a patch for the stackable Doom spells. Baldurdash is at http://members.rogers.com/mrkevvy/.
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Old 02-28-2002, 02:12 PM   #66
Gheital
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Join Date: February 15, 2002
Location: Finland
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I started making a weapon for myself and I'm planning to use it in game. I need to make a better story for it and I'll probably add something magical to it like protection from evil once per day or something like that.

But at the moment it's like this:

Katana
dmg: 1D10
THACO: +2
Armor Class +1
Strength +4
Speed Factor: 2
Weight: 1

Usable By:
Gheital

If you consider it too powerfull, feel free to flame me [img]smile.gif[/img]

I read that you can make the blade add one max health point to you every monster killed. I'd like to have a blade that would tell me somehow how many monsters I've killed. I don't want any health points because you'd get too much healt this way. But it'd like somehow to see how many monsters I've killed.
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Old 02-28-2002, 03:08 PM   #67
Elberoth
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Join Date: February 21, 2002
Location: England
Posts: 9
Hey All!

If that weapon is too powerful, then let Luvien grill me on a barbeque! I have made really powerful weapons just for fun, and to run through the game and seeing things like: "oh, theres that demon who held me up for AGES at the Planar Spere! Kil Him!!!" and stuff like that is fun, in my opinion...

This thread is getting too big! y don't we start a new one, cos this has gone way off the subject: making ideas for weapons.

I will post a new thread, for anyone who wants, just to place orders for weapons and items

Cya guys!
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Old 02-28-2002, 03:17 PM   #68
Azred
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quote:
Originally posted by Gheital:
I started making a weapon for myself and I'm planning to use it in game. I need to make a better story for it and I'll probably add something magical to it like protection from evil once per day or something like that.

But at the moment it's like this:

Katana
dmg: 1D10
THACO: +2
Armor Class +1
Strength +4
Speed Factor: 2
Weight: 1

Usable By:
Gheital

If you consider it too powerfull, feel free to flame me [img]smile.gif[/img]

I read that you can make the blade add one max health point to you every monster killed. I'd like to have a blade that would tell me somehow how many monsters I've killed. I don't want any health points because you'd get too much healt this way. But it'd like somehow to see how many monsters I've killed.



You could add an extension header that adds +1 to your hit point total per successful hit the weapon makes, but there is no way to tie a weapon effect with a foe's death; the foe may not die from that strike, that weapon, or that wielder.
Your character's information screen shows the number of kills (or is it the xp value of kills?).
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Old 02-28-2002, 03:25 PM   #69
Morgan_Corbesant
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Join Date: August 19, 2001
Location: Portland, Oregon
Age: 47
Posts: 1,224
it shows the amount of kills, experience points, percentage of kills/experience, favorite weapon, spell, etc. the information screen is great, especially when you see that you have 1500 kills!!!

[img]graemlins/mage1.gif[/img]
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Old 02-28-2002, 03:40 PM   #70
Kmazi
Elite Waterdeep Guard
 

Join Date: February 15, 2002
Location: Hartland, Wisconsin
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here is the sword i wished i had

Masmasune Non-Magical
THACO: +2
Damage: 1d10+1 cold damage
Speed Factor: 4
Usable By:
Kensai (Lawful Neutral)

Magical
Combat Abilities: Upon a sucessful hit a small whirlwind blows the enemy backwards and knows them unconsious, drains 1 THACO every hit and this is stackable
Equipped Abilites: Invisability, Regenerates 3 Hit points every round
THACO: +5
Damage: 1d10 + 1d4 cold damage + 1d4 wind damage
Speed Factor: 1
Usable By:
Kensai (Lawful Neutral, Must Have Grand Mastery In Katanas)
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