Editing ZAL'KAZZIR

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'''Properties:''' (Note: All properties of this blade function only for those with Ghulvenne Blood.)
 
'''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.  
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* '' 1st Level '' : 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.
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* '' 3rd Level '' : 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.  
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* '' 6th Level '' : 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, and sucees 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.
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* '' 11th Level '' : 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. 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.
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* '' ?? Level '' :
  
 
=== ''' Ashen Loop ''' ===
 
=== ''' Ashen Loop ''' ===

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