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Sep 15th, 2019
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  1.  
  2. CURSED BLOOD SWORD
  3.  
  4. Zweihander stats:
  5. Weapon Damage: 3d6+3 vs S/M, 3d8+4 vs L+
  6. Damage Type: Slashing
  7. Weapon Speed: 10
  8. Weapon Weight: 31.5lbs
  9. Great Maul stats:
  10. Weapon Damage: 4d4+4 vs S/M, 3d10+6 vs L+
  11. Damage Type: Bludgeoning
  12. Weapon Speed: 14
  13. Weapon Weight: 56.25lbs
  14. Great Trident stats:
  15. Weapon Damage: 3d10 vs S/M, 3d10+3 vs L+
  16. Damage Type: Piercing
  17. Weapon Speed: 7
  18. Weapon Weight: 12.5lbs
  19. Can be thrown and recalled in the same round at the cost of a blood point
  20.  
  21. Great Whip stats:
  22. Weapon damage: 2d4+2 vs S/M, 2d4 vs L+
  23. Damage Type: Piercing/Slashing
  24. Weapon Speed: 6
  25. Weapon Weight: 5lbs
  26. Can be used to attempt to disarm/trip/grapple and opponent
  27.  
  28. Battle axe
  29. Damage 3d8+3
  30. Slashing
  31. Speed 7
  32. Weight 8.75
  33.  
  34. Cursed Blood Sword:
  35. Orichalcum reinforcements (can cleave, 50% heavier weapons excluding whip)
  36. Every 7 damage it inflicts it gains a blood point
  37. Can hold a maximum of 20 blood points
  38. Takes 0 points to change weapon type taking a full round or out of combat, 1 points to change it as a reaction (so it doesn't take up your round)
  39. Takes 1 point to recall trident as a reaction
  40. Can use up any amount of blood points to add +1 to attack rolls for each point (must be declared before use)
  41. Can use 10+ blood points to do full damage on a hit, and a critical hit will do x3 damage
  42. Every 2 blood points used reduces wielder's maximum HP by 1 until a long rest is completed
  43. (Always uses up all blood points)
  44. Having 0 points in the sword causes the wielder to fly into a rage (as described below).
  45. Having 3 points or less makes the character bloodthirsty, preferring to brutalize enemies; anything that really angers him causes a system shock roll that if failed also sends the wielder into a rage.
  46. Having greater than 5 points means the sword is generally satiated, and the insatiable bloodlust is quenched.
  47. Having 15 or more points means the sword is strong enough to influence the mind of the wielder, causing him to have sporadic, vivid (albeit short) hallucinations in an attempt to anger him and cause the rage.
  48.  
  49. The wielder can absorb blood from the sword to heal his injuries; each blood point absorbed this way heals for 1d6HP, but cumulatively causes a 10% chance to start a rage (3 points = 30% on d100 roll). This increases the capacity of the sword by 5
  50.  
  51. Bloodbending 1:
  52. Can point the sword at enemy and cause both the wielder and target to roll; the wielder rolls a d10, and if the result is lower than the # of blood points currently in the sword, he gains a +3 to hit that target for the remainder of combat. The target rolls a save vs petrification, which if they fail causes extremely severe dizziness and nausea (-3 to hit & -2 AC for the rest of combat ) because of the blood rushing to their head. This ability can only be targeted on creatures that have blood, and can target 3 enemies at a time.
  53. Bloodbending 2
  54. In addition up to 2 targets has to save another petrification roll gets -2 if failed first roll. Petrifies if this roll failed. (hold person/ hold monster) This only works on something x3 my hp max.
  55. Bloodbending 3
  56. One target has to save against another petrification roll. -2 for each previous failed roll. Effected target can be controlled as animate object for 1 round per level (5)
  57.  
  58.  
  59.  
  60.  
  61. Mean Green Killing Machine (rage):
  62. +5 Temporary hit points/level [15 at level 3] (they are taken first, you lose any extra when you exit the rage)
  63. +1 to hit every other level (+2 at level 3, +3 at level 5, etc) +3 right now
  64. -2 AC (-1 AC at level 5, no penalty at level +310, +1 at level 15) -1 ac
  65. -Must attack/kill anything standing in your way from an enemy (even teammates, if they don't move)
  66. -Must fight until all enemies are slain or you are slain
  67. -Will become extremely famished after a fight, willing to eat parts of fallen enemies/friends if they are nearby after a fight
  68. -will receive -1 CON per 2 rounds spent in rage after it ends, a long rest will restore 2 points of lost CON
  69. -Immune to fear/sleep/charm effects while enraged, no saving throw for confusion and rage effects while enraged (yes you can be double raged, it's not good)
  70. -If you eat a hearty meal of meat (be that of normal food or what you scavenge off the battlefield, must be equal to 1/25th of body weight, right now that's 14 pounds of meat) and succeed a CON check (after the con penalty from the rage, mind you), you will regain 1d6x10% of lost health. If you eat such a meal and fail the CON check, you will only regain 1 point of CON on the first long rest
  71. Only sees blood while in rage.
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