Eclipse – Sample Relics Part IV, Weapons of Legend

   Here we have a few more Relics for Eclipse: The Codex Persona (available in print HERE and in a shareware .pdf version HERE– first a general template for creating quick Weapons of Legend and then a few more specific devices.

   Blades of Legend:

   These weapons – for, despite the name, blades are hardly the only kind of legendary weapon out there – are fundamentally pretty similar: they were forged centuries or millennia ago, were used in great wars and battles by mighty heroes, passed through many hands, and then were lost for a time.

   Whether you’ve taken it from an old tomb, from the hand of someone who was misusing it, run across it in some ancient hiding place, or found it in a monster’s horde, you now have your hands on one of these things. What can you do with it?

   Well, the basic pattern may vary of course, but the one I’m using here goes like this:

  • All abilities are Specialized: the would-be user must learn the name and something of the history of the weapon to activate it, must use it in accordance with the goals and purposes of whoever turned it into a relic to use it to it’s full potential, must perform an appropriate mighty deed to fully activate it, and (usually) must put up with an at least partially preset list of weapon enhancements.
  • All abilities are Corrupted; the user must invest his or her own CP in the weapon to activate it.

   Obviously enough, Weapons of Legend vary a LOT. Still, here’s a quick list of some powers that fit in nicely. Simply pick what you want, then divide the net cost by six to get the CP cost of your Relic. A final cost of 1-2 CP is pretty reasonable, anything over that and you’re looking at a pretty powerful item, even for a Relic.

  • Lesser Weapon: Imbuement with the Improved and Focused modifiers (6 CP)
  • Greater Weapon: Imbuement with the Improved, Superior, and Focused modifiers (8 CP).
  • Grotesque Weapon: Imbuement with the Improved, Superior, and Focused modifiers and the Specialization applied to increase the effect – giving the weapon an effective total bonus equal to the user’s level (16 CP). Please note that this becomes equivalent to an epic weapon when the user hits level eleven, and will continue on up from there as long as the game master is willing to put up with it.

   In any of these cases, this creates a blade that starts off as a simple +0 Magic Blade, but which will acquire further powers as the character using it gains levels. You don’t HAVE to throw that in, but most weapons do have it.

   Weapons of Legend can, of course, have Spellcasting, Channeling, or even abilities such as the Path of the Dragon. In this case, however, we’re going to stick to a few of the simpler options. Most of them can be upgraded of course, but for that you’ll have to consult Eclipse.

   Common Defensive Abilities:

  • Adaption/the user suffers no penalties while fighting underwater (2 CP).
  • Augmented Bonus/Crushing Parry: Add (Str Mod) to (Dex Mod) when calculating armor class while using the weapons (2 CP). Note that Augmented Bonuses do not usually stack.
  • Augmented Bonus/Expert Parry: Add Int Mod to Dex Mod when calculating armor class while using the weapon. Note that Augmented Bonuses do not usually stack.
  • Block/Melee: The user may make a DC 20 Reflex save and expand an Attack of Opportunity to try and block an incoming melee attack (2 CP).
  • Block/Missile: The user may make a DC 20 Reflex save and expand an Attack of Opportunity to try and block an incoming missile attack (2 CP).
  • Damage Reduction: While wielding the weapon the user suffers three fewer points of damage from any physical or energy attack (2 CP). This can be Specialized in either physical or energy damage to increase the reduction to six points per attack.
  • Defender: The weapon provides a +(Level/5) bonus to AC for (2 CP), +2 additional CP per additional +1 to AC.
  • Grant of Aid (2 CP, 4 CP if with +4 daily Bonus Uses).
  • Immunity/30 points of Resistance to a particular type of elemental effect (3 CP).
  • Returning: This applies to the weapon only in most cases, making it essentially indestructible (1 CP). If you like, you can apply it to the user – in which case the weapon will bring him back to life as an undead or guardian spirit or something if he or she dies while possessing or using it (2 CP).
  • Resist: The weapon grants a +1 on a particular saving throw or +2 versus some specific type of effect (1 CP).
  • Spell/Power Resistance: (5+Level) for (2 CP), (10+Level) for (4 CP).

   As a rule, if a character already possesses a particular defensive ability, simply apply an appropriate upgrade while he or she is using the Legendary Weapon.

   Common Offensive Abilities:

  • Augmented Bonus/Skillful Strike: Pick (Int Mod), (Dex Mod), or (Wis Mod) to add to (Str Mod) in melee combat while using the weapon (2 CP).
  • Base Attack Bonus is (2 CP) per general +1 – applicable with any weapon the user wields – and (1 CP) per +1 Specialized in the Relic only (an example of double specialization – something that the GM should only let players get away with under rare circumstances, but which I hereby grant myself permission for).
  • Bonus Attack (2 CP).
  • Double Damage versus a particular type of opponent or in a specific situation (2 CP).
  • Far Shot: 2 or more CP, depending on how far you want to make it.
  • Improved Critical (2 CP).
  • Opportunist: The weapon user gets a free attack on anyone within melee range who has just been injured by another character, or whom has just made an Attack of Opportunity, or who has just been affected by a spell or some such condition (2 CP).
  • Poison Use: The weapon can be poisoned and used while poisoned with no risk of harming the bearer (2 CP).
  • Reflex Training/Combat Reflexes Variant (2 CP).

   Common Miscellaneous Abilities:

  • Domain/Path and Spell Conversion: The user gains access to a particular set of spells or a metaspell, and may convert memorized spells into those spells through the weapon (4 CP).
  • Executive: When the user is the acknowledged leader of a willing group, he or she grants a bonus of +Level/2 to skills and +Level/4 to Hit and Damage to everyone else in it provided that he or she takes no other actions (4 CP). To add the ability to fight normally, add Opportunist (can shout orders as a free action when other characters indicate their willingness to listen, +2 CP).
  • Inherent Spell: This is usually a level three effect usable either three (3 CP) or five (4 CP) times per day at an effective caster level equal to the user’s level.
  • Innate Enchantment: This is – most commonly – three level one spells which will only affect either the weapon or the character, usable continuously for effects with durations, five times per day each otherwise. Sadly, the effective caster level is always one (2 CP).
  • Luck with +4 Bonus Uses, Specialized in rerolls only: The user may make five rerolls per day (2 CP).
  • Martial Arts: Every +3 levels of skill the weapon bestows in a particular martial art costs (1 CP).
  • Mentor: The weapon is associated with a friendly spirit who provides additional training for the user (2 CP).
  • Occult Sense: The weapon grants it’s user darksight, the ability to detect magic or evil, scent, or some similar ability (2 CP).

   Abilities which are common, but too complicated to give simple prices for (you’ll just have to look them up in the book): Augment Attack, Berserker, Blind-Fight, Companion, Enhanced Strike, Evasive, Expertise, Martial Arts, Power Words, and Trick.

   Next up, we have a few more specific items:

   Stormbreaker:

   Stormbreaker bears a fairly simple enchantment; when it strikes an inanimate object, it strikes like a wrecking ball. The simple clash of weapons from a normal exchange of blows may easily shatter opposing weapons, and even if they survive, it tends to toss them easily aside. It’s passed through quite a few hands over the years: it’s users somehow tend to find themselves fighting against large numbers of inferior opponents – but every so often even inferior opponent WILL get lucky.

  • Opportunist/when someone strikes at the wielder with hand-held melee weapon and misses, the wielder gets a free attempt to sunder that weapon (6 CP).
  • Evasive/the wielder does not provoke an attack of opportunity when attempting to sunder an opponents weapon (3 CP).
  • Augment Attack/+1d6 damage when attacking inanimate objects (3 CP).
  • Augmented Bonus/shattering parry. The wielder may add his or her (Str Mod) to his or her (Dex Mod) when calculating his or her armor class (6 CP).
  • This has a total cost of 18 CP, making Stormbreaker a three-point Relic – although this is reduced to 12 and 2 CP if the “user must invest his or her own CP into it to activate it” modifier is applied.

   Most medieval-style relic weapons are either swords or bows. That’s simply because those (along with the axe, spear/stave, and knife) are among the best designs for muscle-powered weapons around – simple, fairly easy to use, and versatile. Swords tend to be popular in the melee-weapon category because you can both poke and swing with them (putting them ahead of axes and spears, which are mostly one or the other) and they do more damage than staves and knives. Bows tend to be popular in the ranged weapon category because you don’t have to add a returning function to reuse them, because they’ve very effective in the hands of a well-trained user (rather more so than most early guns; it just doesn’t take much training to use a gun reasonably effectively), and because they outrange most other weapons (crossbows work nicely too, but are very slow to reload in comparison). Still, plenty of other weapons may be better in particular situations, with specific styles, or in the hands of exotic creatures. That’s why the nature of the weapon that this particular set of enhancements has been applied to has been left unspecified.

   The Bracer of the Archmagi:

   Long ago, a certain student wizard charmed a bracelet so that he could scrawl notes on it and play them back later. Later on he increased the capacity. As a journeyman he fixed it so that he could store “scroll” spells on it. As a master he upgraded that enchantment so that it could enhance his ability to bind magical energy into spells within his own mind – although that trick did require an external focus to release the extra spells through. After his death, his fancy silver-inlaid staff was stolen, and quite a few of his rivals and students searched for it almost obsessively – but the cheap bracelet that actually held the power they wanted was quietly buried with the old mage’s body.

   Of course, someone eventually robbed his tomb, but even he would have had to admit that that’s more or less the natural order of things.

  • This relic is pretty simple: It provides +3 levels of Specialized (the user must be wielding a staff carved with complex runes, inlaid with silver, and bonded with a multi-day ritual – which will very obviously be an amplifier for his or her power and can be easily broken or taken away) Wizard Spellcasting, at a net cost of 21 CP – or 3 CP as a relic. If taken with the “user must invest his or her own CP into it to activate it” modifier (or some other form of Corruption) it’s only 14 CP, making it a 2 CP Relic.

   Of course, it’s also a trouble magnet. A level five wizard will find an item that effectively boosts his spellcasting to that of an eighth level wizard very valuable. A sixteenth level wizard will find an item that effectively boosts his spellcasting to that of a nineteenth level wizard INCREDIBLY valuable – and will have more than enough power and resources to send someone to take it away from that fifth level wizard who happens to have it at the moment.

   The Lion Bracer:

   Orthan the Beastlord carved a kingdom from the wilderness long centuries ago, his primal rage turning the strengths of the animals back upon themselves – and against the strengths of other monsters. Foremost among his talents was that, unlike lesser shapeshifters, when Orthan was injured or slain in animal form he reverted to his normal human form, rather than actually dying – and his wounds and disabilities did not carry over between his forms.

   Like all men, Orthan died at last – falling in battle against the dragon Kornacht, who forced Orthan seven times back into his human form, sealing the essence of each discarded form away within a convenient item from his horde, before finally managing to slay the warlord for good.

   But dragons too must die – and, after his death, Kornacht’s horde was scattered across the world. With it were scattered the seven Relics that his (her?) battle with Orthan had created (for various other generally large animal forms). The fate of most of them is unknown, but the Lion Bracer is currently reported to be in active use.

  • The Lion Bracer’s powers are all Corrupted: the user must invest his or her own CP in the bracer to activate it.
  • +4d0 Hit Dice, Specialized/bonuses only apply when in leonine form (5 CP), . This is basically equivalent to +(4 x Con Mod) hit points – and a +4 level boost for any personal abilities which have effects based on the user’s hit dice.
  • Shapeshift, with the Growth, Attribute, and Hybrid Form Modifiers, Specialized/lion or lion-man form only (7 CP). This replaces the user’s current racial modifiers with +10 Str, +6 Dex, +4 Con, +4 to Balance, Hide (+12 in areas of tall grass or heavy undergrowth), and Move Silently checks, and a lions various other physical abilities and is usable as a standard action once per day per three levels or part thereof.
  • Returning, Specialized/only works if slain in lion form (3 CP): If slain as a lion, the user simply reverts to his or her normal form. While this is very quick (the next round), any pre-existing conditions, such as poisoning or diseases, remain unchanged.
  • Inherent Spell with +6 Bonus Uses, Corrupted for 1.5x normal effect (a level five personal-only Heal spell), Specialized for half cost/only works to keep the leonine forms healthy, triggered by the use of shapeshifting when damaged or otherwise afflicted, effects which would undo problems the user was suffering from before shapeshifting vanish when the user returns to normal form. In general, this means that – if the user is hurt, poisoned, or some such when the Shapeshift is triggered – the lion-form will start off healthy. When the user reverts to human form – regardless of how injured the lion-form may be (or, thanks to the Returning ability, even if slain as a lion), the Heal spell will repair any problems that the lion-form had acquired, but any problems that were afflicting the user before the transformation will return. (9 CP).
  • That comes out to a total of 24 CP, making this a 4 CP Relic.

   What makes the Lion Bracer especially potent isn’t just the ability to take on an anthropomorphic lion-form and continue using most of your equipment (even if you can’t speak clearly enough to communicate well or cast spells): it’s that the lion-form is essentially an magically-created extra body. If you die in it, you just wake up a few moments later back in your original one – and will be able to take the lion-form again later without any complications. Given a few points invested in Reflex Training/Extra Actions Variant (specialized in Shapeshifting), that’s an incredibly potent survival mechanism. Falling off a thousand-foot cliff? Crash-landing at mach eight? Down to twenty hits and being hit by a Meteor Swarm? Fighting a demon with a Vorpal Blade? That kind of thing is much less of a worry when you’ve got an every-so-often-get-out-of-death-free pass to wave at the grim reaper.

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One Response

  1. […] Magic Items and Sample Relics: Part I, Part II, Part III, Part IV, Part V, Part VI, and Part VII (with Index and Summary). The Tongues of Heaven: Combined […]

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