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View Full Version : Captain Impulse's Elemetal Weapon Enhancements


Captain Impulse
24th July 2007, 12:34 PM
True Elemental Weapons
A.K.A. Whatever happened to Wind and Earth?

Earthbrand:, +2 Bonus
This weapon is made from the living rock of the Elemental Plane of Earth. The weapon can take any melee weapon form but is most often found as a bludgeoning instrument. Living earth weapons deal an additional +1d6 to melee damage when striking, as the amorphous stone increases its own density when it hits a target. In addition, the weapon grants the Improved Sunder feat to the wielder due to its massive density.

Windknife:, +2 Bonus
Windknife weapons must be melee slashing weapons. These weapons are enchanted to create great vacuums when they are swung through the air, sucking in that air and dragging it along with the weapon. When the weapon hits its target, the air being dragged along collides with the target, tearing into him with vaccuous force. This concentrated air acts like miniature knives that cut the opponent, dealing +1d6 melee damage. In addition, the wielder of a Windknife is under the constand effect of a Featherfall spell when the weapon is readied.

Earthcrusher:, +3 Bonus
This weapon is made from the living rock of the Elemental Plane of Earth. The weapon can take any melee weapon form but is most often found as a bludgeoning instrument. Living earth weapons deal an additional +1d6 to melee damage when striking, as the amorphous stone increases its own density when it hits a target. In addition, the wielder can cause the impact of this weapon to create a violent sonic resonance within its target, up to three times per day as a free action upon impact. This effect acts as a Stunning Fist ability (Fort save DC equal to the damage dealt by the weapon).

Windblast:, +3 Bonus
Windblast weapons must be melee slashing weapons. These weapons are enchanted to create great vacuums when they are swung through the air, sucking in that air and dragging it along with the weapon. When the weapon hits its target, the air being dragged along collides with the target, tearing into him with vaccuous force. This concentrated air acts like miniature knives that cut the opponent, dealing +1d6 melee damage. In addition, the wielder can cause the winds surrounding the weapon to explode in a massive high-pressure blast up to three times per day as a free action upon impact. This effect acts as a free Bull Rush attempt with a +20 bonus to the check. The opponent may be knocked back more than 5' without the wielder needed to move with him; he is simply thrown back away from the weapon.

Flamerod:, +5 to Bonus
Flamerod weapons must be melee slashing weapons. Flamerod weapons have no physical "blade" and usually appear as long shafts of orange or red fire (imagine a lightsaber, lit on fire). A flamerod emits light as a torch at all times and can not be doused unless sheathed. A flamerod's sheath is a special construction and is the only thing (other than some kind of extraplanar container such as a Bag of Holding or a Sheath of Subtlety) that can contain a flamerod. The blade of a flamerod is extremely hot, dealing an additional +2d6 points of fire damage per strike. Living creatures (or creatures made of burnable material or susceptible to fire) catch on fire if struck by a flamerod. In addition, flamerods gain a +8 bonus to sundering any non-flamerod weapons, or shields. Flamerods can be used to burn/melt solid objects made of wood or non-magical metal, granting the wielder a +10 bonus to break/force such objects (doors, shackles, bars, etc).

Icespike:, +5 to Bonus
Icespike weapons can be any weapon type. Icespike weapons are rock-hard slabs of ice with frozen spikes protruding from the weapon's head in all directions. When an opponent is struck with an icespike weapon, the spikes break off and penetrate the body, acting as a Melf's Acid Arrow spell, modified for cold/ice damage, as if cast by a 3rd level caster. This effect stacks and thus it is possible to be under the effect of multiple icespikes at once. In addition, the wielder can cast the spell "Iceknife" (as if by a 3rd level caster) up to three times per day, firing several ice spikes (or the blade itself, if the weapon is a sword) into his target from range. The save DC for this effect is 12. An Icespike weapon regrows all spikes (or even the blade itself) instantly even if sundered, melted or broken in any way.

Living Earth:, +5 Bonus
This weapon is made from the living rock of the Elemental Plane of Earth. The weapon can take any melee weapon form but is most often found as a bludgeoning instrument. Living earth weapons deal an additional +2d6 to melee damage when striking, as the amorphous stone increases its own density when it hits a target. In addition, when wielded, the weapon attains a degree of symbiosis with its owner, encasing him in thin, protective layer of living earth that increases his natural armor class by 2 and gives him damage reduction: 3/all. This living armor adds no armor check or arcane spell failure penalty, and thus is often sought out by wizards and sorcerers (living earth quarterstaves, perhaps?) for added defense.

Windshear:, +5 Bonus
Windshear weapons must be melee slashing weapons. These weapons are enchanted to create great vacuums when they are swung through the air, sucking in that air and dragging it along with the weapon. When the weapon hits its target, the air being dragged along collides with the target, tearing into him with vaccuous force. This concentrated air acts like miniature knives that cut the opponent, dealing +2d6 melee damage. The deadliest feature of a Windshear blade, however, is the fact that the blade is considered to have a threat range 10' longer than the enchanted weapon's normal threat range, created by deadly, cutting winds that blast outward whenever it is swung. Unlike reach weapons, Windcutter blades can strike opponents anywhere within it's threat range without penalty (as opposed to reach weapons which can not strike opponents within 5' without penalty).