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Hi
Following the section that expands upon the PHB, the DMG moves into areas not addressed in the former book: creating campaigns, creating NPCs, construction (of strongholds and such), conducting the game (dealing with players, keeping the game fresh, etc.), magical research, and finally treasure and magic items.the single largest section of the book (close to 50 pages, about 44 of which are magic item descriptions).
this beeing my first post in these hallowed halls I hope to do everything right...
Before I come to the problem, here the context:
I play in a group of three players, we take turns beeing GM.
The least experienced of us three GM'ed us through 'white plume mountain', based on the modules good reviews (and boy, did the last battle deliver...).
Unfortunately, we took one look at our two Weapons of Legacy and found they were to bad to really use.
Since selling them would be quite a mean thing to the GM, we decided that I, beeing the designated next to GM should rework them.
The least experienced of us three GM'ed us through 'white plume mountain', based on the modules good reviews (and boy, did the last battle deliver...).
Unfortunately, we took one look at our two Weapons of Legacy and found they were to bad to really use.
Since selling them would be quite a mean thing to the GM, we decided that I, beeing the designated next to GM should rework them.
Let me shortly describe the party:
a) Centaur 4 / Cleric 5 (wants to go sovereign speaker next), much less a caster than a heavy hitting Charger, he shall get wave.
b) Stony warrior Knight6/Fighter2/crusader1, using Karmic strike and shocktrooper to be both a damage dealer and a tank (due to the houseruled 1/2 playerlvl +1 dmg reduction from Stony)
c) Changeling Rogue3, Factotum6, 4 Fonts of Inspiration, Knowledge Devotion, he shall get Blackrazor. Prefers to dump 10+ inspiration Points in single sneak attempts.
b) Stony warrior Knight6/Fighter2/crusader1, using Karmic strike and shocktrooper to be both a damage dealer and a tank (due to the houseruled 1/2 playerlvl +1 dmg reduction from Stony)
c) Changeling Rogue3, Factotum6, 4 Fonts of Inspiration, Knowledge Devotion, he shall get Blackrazor. Prefers to dump 10+ inspiration Points in single sneak attempts.
Okay, here come my attempts with the two weapons. I am fairly content with wave, as it is quite Flavorfull and lets the Centaur charge in some funky situations. The problems stem mostly from Blackrazor.
Wave
Blackrazor Dmg Download
:Blackrazor Dmg Software
Trident / Lance +1 bonus
Wave is Water pretending to be steel, it a) can be transported in a bottle, b) changing its length and therefore threaten 5 foot as well as 10 foot (or rather, since mr. Centaur is large, 10 as well as 15); c) change its form to some extent to meet the wishes of its wielder (can become a Longspear, a lance...)
Wave can once per week imitate the effect of a Dust of Dryness (drink up to 100 galleons of water, or when having already drunk some, spit it out again)
When its wielder gets a natural 20 on an attack, Wave tries to suck all the water from the hit creature as long as this creature was alive. DC18 fort.
Against elementals with the Water subtype, it does this on every attack.
Waves' wielder can breath under water (growing some gills, which look great on a centaur) and can move, charge, attack on and under water without any impediment.
No mortal would ever be able to enchant or enhance Wave any more.
But if you were to put a magic weapon in a barrell with Wave, said Weapon soon will rust and dissolve and perhaps give Wave some additional Powers.
Wave tastes salty.
Wave is Water pretending to be steel, it a) can be transported in a bottle, b) changing its length and therefore threaten 5 foot as well as 10 foot (or rather, since mr. Centaur is large, 10 as well as 15); c) change its form to some extent to meet the wishes of its wielder (can become a Longspear, a lance...)
Wave can once per week imitate the effect of a Dust of Dryness (drink up to 100 galleons of water, or when having already drunk some, spit it out again)
When its wielder gets a natural 20 on an attack, Wave tries to suck all the water from the hit creature as long as this creature was alive. DC18 fort.
Against elementals with the Water subtype, it does this on every attack.
Waves' wielder can breath under water (growing some gills, which look great on a centaur) and can move, charge, attack on and under water without any impediment.
No mortal would ever be able to enchant or enhance Wave any more.
But if you were to put a magic weapon in a barrell with Wave, said Weapon soon will rust and dissolve and perhaps give Wave some additional Powers.
Wave tastes salty.
Blackrazor
Blackrazor Dnd Stats
Dagger, +1 Bonus
Blackrazor starpeppered black blade has 7 stars which very much stand out.
Whenever you use one Blackrazors abilities, one or more of the stars darken and fade. Each dawn they begin to shine anew.
abilities:
1 charge: gain Scent for 3 hours and the ability to track as if you had the feat.
2 charges: Attack someones shadow to hurt him. attack has +5 reach and target is flatfooted
3 charges: gain true seeing for 10 minutes
4 Charges: use vampiric touch one someone (watch out for this one, sneak attack d6 can massively boost the lifegain)
5 charges:gain mindsight for 1 minute (100ft)
6 charges:
7charges: get into a frenzied berserkers (deathless)Frenzy for 3 rounds
Whenever you use an ability or kill a foe, make a will save. This will save starts at 10, but increases for every charge you used by 1 (never goes above 25, resets when the charges are regained at dawn).
If you fail your will save, you partially lose control and try to burn through your charges as fast as possible (in a meaningful way).
This effect ends only if you make the will save.
When you have burnt all your charges, Blackrazor deals 1d4 constitution dmg to you and replenishes all charges.
Blackrazor is as hungry as it is fickle. Any Item coming to close to it (which is not made frome ebony) may be eaten, as to grant the dagger more powers.
Or not, if th blade doesn´t like its taste.
Blackrazor starpeppered black blade has 7 stars which very much stand out.
Whenever you use one Blackrazors abilities, one or more of the stars darken and fade. Each dawn they begin to shine anew.
abilities:
1 charge: gain Scent for 3 hours and the ability to track as if you had the feat.
2 charges: Attack someones shadow to hurt him. attack has +5 reach and target is flatfooted
3 charges: gain true seeing for 10 minutes
4 Charges: use vampiric touch one someone (watch out for this one, sneak attack d6 can massively boost the lifegain)
5 charges:gain mindsight for 1 minute (100ft)
6 charges:
7charges: get into a frenzied berserkers (deathless)Frenzy for 3 rounds
Whenever you use an ability or kill a foe, make a will save. This will save starts at 10, but increases for every charge you used by 1 (never goes above 25, resets when the charges are regained at dawn).
If you fail your will save, you partially lose control and try to burn through your charges as fast as possible (in a meaningful way).
This effect ends only if you make the will save.
When you have burnt all your charges, Blackrazor deals 1d4 constitution dmg to you and replenishes all charges.
Blackrazor is as hungry as it is fickle. Any Item coming to close to it (which is not made frome ebony) may be eaten, as to grant the dagger more powers.
Or not, if th blade doesn´t like its taste.
My questions:
a) how much worth in money are the two weapons (so, how much do they need to eat to grow better)
b) are the Problems Blackrazor creates big enough to balance the worth of the two weapons or is Blacky much more powerful?
c) Do you like the abilities I gave Blacky? Do you like the order of the abilities? what to chose for as an penultimate ability? Do you think the 'once you lose your will check you go soon into a Frenzy'-Fluff works?
d) is using blackrazor too dangerous for the rogue /factotum with the abysmal will save (+1) and only 13 con?
b) are the Problems Blackrazor creates big enough to balance the worth of the two weapons or is Blacky much more powerful?
c) Do you like the abilities I gave Blacky? Do you like the order of the abilities? what to chose for as an penultimate ability? Do you think the 'once you lose your will check you go soon into a Frenzy'-Fluff works?
d) is using blackrazor too dangerous for the rogue /factotum with the abysmal will save (+1) and only 13 con?
Do mind, I do not need to be convinced that Weapons of legacy suck or that I could use the original weapons from the earlier versions of WPM...
Thank you in Advance :)
Hello For the last few months my friends and I have been playing D&D 3.5 home games. And in the past are characters had completed white plume mountain. In completing that we acquired all 3 of the legendary weapons. My character specializes in broad sowrds. So when we got blackrazor i thought this would be a great weapon for me. In the text of white plume mountain you can return the legendary weapons to their collector for 10k each. My friend wanted me to pay for blackrazor if i wanted it. So i agreed. Now 4 months latter, he is picking up on the same character he went on (WPM) with and he had come acros some book saying blackrazor is worth 90k. and now wants me to pay 1/2 that price to him.
I am just not sure because in the text of (WPM) it said 10k and that's were I got the sword form not the book he is getting his info from. Even though i have seen the book and it is 3.5 and it dose say blackrazor.
So my question is do you guys think this is fair that i pay 1/2 of 90k even after we agreed on 10k?
I am just not sure because in the text of (WPM) it said 10k and that's were I got the sword form not the book he is getting his info from. Even though i have seen the book and it is 3.5 and it dose say blackrazor.
So my question is do you guys think this is fair that i pay 1/2 of 90k even after we agreed on 10k?