Khilat Moonblade - Luviel: Difference between revisions

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=Powers=
=Powers=
== Bladesong ==
== Teleport ==
On command, the blade can emit a humming sound. Successful hits deliver an additional 1d4 damage from sonic energy and stun the opponent for one roundA silence spell can negate the sonic damage. 


The blade can be thrown, either like a spear or like a throwing knife, and will travel up to 300’, blinking as it travels. It will blink to bypass allies and strike enemies. It will use blinking to adjust the distance traveled to ensure it strikes point first. It can bypass barriers including walls and shields, but must have at least 1 foot of space to materialize and hitThe blade can teleport to the hand of its owner at any time and across any distance, even in mid-throw or when held by another. 




Successful hits also produce a ringing chime sound that can be clearly heard within 30'. Allies gain a +1 on their morale checks and +1 on saving throws versus fear.  
=== Dimension Door ===
Three times a day, the wielder can choose to ''dimension door'' up to 500 yards or ''pass plant'' through appropriate plants, with up to 500 lbs of non living matter or 250 lbs of living matter. Creatures with innate ability to teleport, such as unicorns and cath shee, are not counted in this weight limit and neither do they expend their own powers.


One additional attack may be made per round using a standard roll to hit. The additional attack can take place at any time in the round after the first regular attack, as designated by the player at the beginning of the round. The additional attack stuns the opponent for one round, but doesn't deliver damage, unless a critical hit is made which can deliver any special attacks of the critical hit, including damage.  
=== Teleport Woodland Beings ===
Once per week, the wielder can teleport woodland beings to his location. This functions similar to a ''call woodland beings'' spell, but creatures appear immediately in the same round. Creatures can be teleported into any place, including other planes with the same chance of success as a ''teleport without error'' spell.  


Those who are stunned, are not able to take any actions beyond retreating or defending themselves.  
Creatures appearing have the same parameters as the ''call woodland beings'' spell, or the wielder may choose to call any of the following:
* Specific woodland beings can be summoned, like the spell. If they choose to respond to the summons, they are instantly transported to the wielder.
* 1d6+1 [http://www.lomion.de/cmm/unicorn.php Unicorns] of any variety desired, including winged and even evil.
* 1d3 [http://www.lomion.de/cmm/catgcash.php Cath Shee]
* 3d10 animals of the same type as the tiny companion obtained below.
* 2d6 animals of the same type as the medium companion obtained below.
* 1d4 animals of the same type as the large companion obtained below.  


=== Sonic Burst ===
Once the duration of the spell is complete, or the called beings complete their task, they can return to their original location, automatically teleporting back if needed.


A successful critical hit will deliver a thunderous crack that delivers 1d8 of additional damage to an opponent, who is stunned for 2 rounds and deafened for 2d4 rounds. All other combatants within 10', both friend and foe, must make a save versus paralyzation or be stunned for 1 round and deafened for 1d4 rounds. The sonic crack can dispel silence. 




=== Shatter ===
=== Call Animal Companion ===
Touching the humming blade to a nonmagical object made of crystal, glass, ceramic, or porcelain, causes the item to ''shatter'' into dozens of pieces.
Once per week, the wielder can summon an animal companion. Creatures called can fill an empty slot for any class that normally retains animal followers, including Rangers, Meistersingers, and even Paladins. The creature arriving can be normal or magical, as deemed appropriate for the class and companion slot being filled.


=== Dancing Lights ===
Animal companions will always be exceptional creatures of their type. They will be the healthiest, strongest and often the biggest. If the type of creature has special or enhanced varieties, or the chance of special abilities now or as they mature, they will be the exceptional examples of their kind. They will be the most intelligent, falling at the very top of any ranges that are normal for their type, with a 25% chance they will fall at the bottom of the next highest range; thus creatures of animal intelligence have a chance of being at the bottom of semi (2-4) intelligence with a rating of 2.
At will, the sword can generate up to 4 orbs of ''dancing lights'' in any color desired. They can move up to 200 yards away before winking out.


== Defending ==
==== Special Companions ====
Each round, the wielder can choose how many pluses of the sword should be applied as a bonus to armor class. Only the swords normal pluses are eligible to be used for defending, and all pluses for special circumstances are reduced commensurate with the number of pluses transferred to defense. 

If the wielder chooses to parry his opponents blows in lieu of attacking, the roll to hit included the sword pluses used for defending with an additional +2.


Three of the wielder's animal companions, one each of the sizes listed below, will become special companions. If the wielder doesn't already have an animal companion in a particular size category, then one of that type can be called to serve.  
* tiny-small: Available at 1st level and has 1 hit die.
** Like a familiar, the companion gains the benefit of the wielder's saving throws and magical protections while in contact with its master. The creature takes half damage on a failed saving throw, and no damage on a successful roll.
** The wielder gains sensory powers like having a familiar of a similar type.
* medium: Available at 5th level and has 5 hit die.
* large-huge: Available at 10th level with 9 hit die, unless this is a Paladin's bonded mount (warhorse) which may be called as soon as 4th level.
** The companion will serve as a loyal trained mount, similar to a Paladin's bonded mount.


=== Deflecting ===
These special companions will have the following characteristics and benefits:
the sword can deflect projectiles aimed at the wielder, including missiles and thrown melee weapons, but excluding magical attacks.  The number of projectiles that can be deflected in a round is equal to the number of attacks the wielder has available for the rest of the round; each deflection using up one of the attacks left in the round. The wielder may roll to hit at -4 to redirect a projectile as an attack with a range equal to the distance the projectile initially travelled.
* Companions creatures will always have above normal intelligence, so if they would have a range of intelligence, they will always start with a base intelligence at the top of the range normal for their type; thus creatures rated at low will be at the top with a rating of 7. Those who's normal intelligence rating is low (5-7) or less, will show increased intelligence of 1d3 points. Creature of average to high intelligence will be above normal with an additional point
* The wielder can communicate with these special companions, even if such creatures do not normally speak. The quality of the communication is determined by the intelligence, and language skills of the creature.
* Companion creatures can be enhanced by ''familiar enhancer'' spells. Other spells affecting familiars may also apply to these special companions.  


=== Disarm  ===
Special companions will remain loyal for life, though they will typically retire when their age limits their abilities to perform their duties. If they have been actively involved in combat, this period will not usually exceed 10 years, and permanent disabling injuries will result in early retirement. Companions can be dismissed from service at any time, but when service has been less than one year, a replacement can't be sought until the one year period has elapsed.  
The wielder can make a Called Shot to disarm an opponent, gaining +4 to hit (counteracting the -4 called shot penalty). 




== Interactions ==
Abuse or neglect of companion creatures is considered evil, and the sword will punish such actions, typically with the immediate death of the wielder. Companions lost by old age or accident, can be replaced either by promotion of an existing follower creature, or calling a replacement in the case where a creature of the appropriate size is not available.
* [[Khilat Moonblade - Ethlando | Chopping]] - When the chromatic blade is active, the sword can be used to chop stone, metal and wood objects, hacking through a foot of material every round. It can cut through softer materials even faster. 


* [[Khilat Moonblade - Elian | Moonblade]] - The dancing lights can shed moonlight.
* [[Khilat Moonblade - Felian | Dweomer Drinker]] - The blade can temporarily absorb magic and turn it against itself to enable cutting through stoneskin or walls of force.
* [[Khilat Moonblade - Phorios | Flame Tongue]] - Dancing lights can appear as flickering candle light. They can ignite very flammable items, including oil, parchments, and dry kindling. They shed sunlight to a radius of 2 feet capable of harming creatures damaged by sunlight.  


* Lathander's blessing - allows the ''dancing lights'' turn rosy red to deliver a ''rosetouch'' spell once per month magically mending broken objects or stanching wounds.   
=== Emergency Teleport ===


Once per month, the blade can teleport up to 400 lbs, always including itself and owner, up to 1000 miles distance to a place with a hospitable environment; typically in response to when the blade or owner are in imminent danger of complete destructionAfter teleporting its owner, the blade is unable to blink or teleport itself for 30 days.



* Selune's blessing - allows the ''dancing lights'' to behave as motes from ''Presper's Moonbow'' once per month.  The wielder can choose how many ''dancing lights'' are converted to charged motes, which will shed moonlight once converted. Unused motes need not remain near the blade wielder who is immune to electrical attacks while any motes are active, or when the blade is shedding moonlight.
== Interactions ==


= Appearance =
= Appearance =

Latest revision as of 01:17, 20 April 2015

Dates: -8,406 to - DR (years)

Powers

Teleport

The blade can be thrown, either like a spear or like a throwing knife, and will travel up to 300’, blinking as it travels. It will blink to bypass allies and strike enemies. It will use blinking to adjust the distance traveled to ensure it strikes point first. It can bypass barriers including walls and shields, but must have at least 1 foot of space to materialize and hit. The blade can teleport to the hand of its owner at any time and across any distance, even in mid-throw or when held by another. 



Dimension Door

Three times a day, the wielder can choose to dimension door up to 500 yards or pass plant through appropriate plants, with up to 500 lbs of non living matter or 250 lbs of living matter. Creatures with innate ability to teleport, such as unicorns and cath shee, are not counted in this weight limit and neither do they expend their own powers.

Teleport Woodland Beings

Once per week, the wielder can teleport woodland beings to his location. This functions similar to a call woodland beings spell, but creatures appear immediately in the same round. Creatures can be teleported into any place, including other planes with the same chance of success as a teleport without error spell.

Creatures appearing have the same parameters as the call woodland beings spell, or the wielder may choose to call any of the following:

  • Specific woodland beings can be summoned, like the spell. If they choose to respond to the summons, they are instantly transported to the wielder.
  • 1d6+1 Unicorns of any variety desired, including winged and even evil.
  • 1d3 Cath Shee
  • 3d10 animals of the same type as the tiny companion obtained below.
  • 2d6 animals of the same type as the medium companion obtained below.
  • 1d4 animals of the same type as the large companion obtained below.

Once the duration of the spell is complete, or the called beings complete their task, they can return to their original location, automatically teleporting back if needed.

Call Animal Companion

Once per week, the wielder can summon an animal companion. Creatures called can fill an empty slot for any class that normally retains animal followers, including Rangers, Meistersingers, and even Paladins. The creature arriving can be normal or magical, as deemed appropriate for the class and companion slot being filled.

Animal companions will always be exceptional creatures of their type. They will be the healthiest, strongest and often the biggest. If the type of creature has special or enhanced varieties, or the chance of special abilities now or as they mature, they will be the exceptional examples of their kind. They will be the most intelligent, falling at the very top of any ranges that are normal for their type, with a 25% chance they will fall at the bottom of the next highest range; thus creatures of animal intelligence have a chance of being at the bottom of semi (2-4) intelligence with a rating of 2.

Special Companions

Three of the wielder's animal companions, one each of the sizes listed below, will become special companions. If the wielder doesn't already have an animal companion in a particular size category, then one of that type can be called to serve.

  • tiny-small: Available at 1st level and has 1 hit die.
    • Like a familiar, the companion gains the benefit of the wielder's saving throws and magical protections while in contact with its master. The creature takes half damage on a failed saving throw, and no damage on a successful roll.
    • The wielder gains sensory powers like having a familiar of a similar type.
  • medium: Available at 5th level and has 5 hit die.
  • large-huge: Available at 10th level with 9 hit die, unless this is a Paladin's bonded mount (warhorse) which may be called as soon as 4th level.
    • The companion will serve as a loyal trained mount, similar to a Paladin's bonded mount.

These special companions will have the following characteristics and benefits:

  • Companions creatures will always have above normal intelligence, so if they would have a range of intelligence, they will always start with a base intelligence at the top of the range normal for their type; thus creatures rated at low will be at the top with a rating of 7. Those who's normal intelligence rating is low (5-7) or less, will show increased intelligence of 1d3 points. Creature of average to high intelligence will be above normal with an additional point
  • The wielder can communicate with these special companions, even if such creatures do not normally speak. The quality of the communication is determined by the intelligence, and language skills of the creature.
  • Companion creatures can be enhanced by familiar enhancer spells. Other spells affecting familiars may also apply to these special companions.

Special companions will remain loyal for life, though they will typically retire when their age limits their abilities to perform their duties. If they have been actively involved in combat, this period will not usually exceed 10 years, and permanent disabling injuries will result in early retirement. Companions can be dismissed from service at any time, but when service has been less than one year, a replacement can't be sought until the one year period has elapsed.

Abuse or neglect of companion creatures is considered evil, and the sword will punish such actions, typically with the immediate death of the wielder. Companions lost by old age or accident, can be replaced either by promotion of an existing follower creature, or calling a replacement in the case where a creature of the appropriate size is not available.

Emergency Teleport



Once per month, the blade can teleport up to 400 lbs, always including itself and owner, up to 1000 miles distance to a place with a hospitable environment; typically in response to when the blade or owner are in imminent danger of complete destruction. After teleporting its owner, the blade is unable to blink or teleport itself for 30 days.


Interactions

Appearance

Rune

Rainbow - on front. 


Feature

Cutting edge of the sword of 1/8 inch width has been turned to clear crystalline diamond with iridescent sheen. Near the very tip, above the slits, on each side of the adamantium spike are two small triangular chips of rainbow obsidian. Rainbow obsidian is an obsidian variety in which all colors save yellow are included in the black or gray base, sometimes in pronounced bands or spangles. Its magical use is as a pass stone for prismatic magics: It can pierce the various shells of such spells without ending them or suffering harm and can bring inorganic materials that it is fastened to with it. (In other words, a rainbow obsidian-tipped weapon could strike through a prismatic wall, but a living person or undead creature wearing a rainbow obsidian ring would not escape the normal effects of the prismatic magic.)


Rite