Editing
ZAL'KAZZIR
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== ''' Red Mercy ''' === An old longsword of fine, though unremarkable manufacture. Long a mantlepiece heirloom of House Ghul'venne of Sharuun, it was used in a desperate defence by Zahir Ghulvenne, last son of the house, to defend himself, his mother and his sister from the predations of the Legate Krell and his band of riders. Unfortantely, Zahir was skewered by a horse lance, his mother was beaten to death and his sister kidnapped. The blade was taken from the scene of slaughter by Zal'Kazzir Ghulvenne, Zahir's father, and has shown great power. It seems drawn to revenge itself upon those who have wronged it's weilder, and it's power seems to grow in proportion to that wrong. '''Properties:''' (Note: All properties of this blade function only for those with Ghulvenne Blood.) * '' 1st Level '' : Never Again. The weapon has a +1 Enhancement Bonus, and is considered to be a Ghost Touch weapon. Additionally, whenever personal enemies of the bearer come within a radius equal to (10' x Character Level) the blade alerts the wielder; growing cold and glowing with a pale red light. * '' 3rd Level '' : Weight of Suffering. The weapon's Enhancement Bonus increases to +2, and it functions in all ways like a Large weapon (2d6 damage, disarm bonus, etc.) while retaining its normal weight and size. * '' 6th Level '' : Inescapable Vengeance. The weapon's Enhancement Bonus increases to +3, and a wielder who is holding the weapon may always act in any surprise round and will automatically win any initiative roll. Additionally, the wielder may spend a full-round action to drain the will of a foe. the wielder makes an intimidate check with a +6 modifier; success causes the target to cower in helplessness for 1d4 rounds. * '' 11th Level '' : Reparations. The weapon's Enhancement Bonus increases to +4. The wielder may drain the soul of any being slain by the weapon, imprisoning the soul within the blade. The blade gains 2 points of energy per level or hit die of the slain creature, and this stored energy fades at a rate of one point per day per 10 points of stored energy. Stored energy may be spent in two ways: it can be used to power channeled spells (functioning exactly as spell energy for this purpose) or some or all of it can be spent to give additional damage to a successful attack at the rate of one point of damage per point of energy spent. * '' 15 Level '' : Even the vengeful must grieve. The energy stored in the blade may be used empower the wielder to heal others. By spending a standard action, the wielder may use the blade to slash his palm, and may then place the wound over the heart of the target, healing 1d6 points of damage per point of energy expended from the blade. Additionally, the wielder may channel his own stored energy (spell energy, taint, constitution, etc.) into the blade for purposes of healing only.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information