Darekun

Etherblades

Oct 4th, 2021
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  1.  
  2. Etherblade
  3. A bladed melee weapon enchanted as an etherblade can trap and utilize ether manifest in battle. Etherblades as a category require an Exotic Weapon Proficiency to operate in this way. Proficiency with ether operations is separate from proficiency with the weapon itself; for example, a character proficient with etherblades but not with one-handed use of bastard swords could wield a bastard sword etherblade one-handed, taking the nonproficiency penalty, and operating its etherblade abilities.
  4. An etherblade enchantment has a level, which determines how many shells(charge and junction combined) that etherblade can hold. The enchantment's cost is [Level × Level × 5] plat. Enchanting junctions into an etherblade has a cost depending on which junctions, but basic junctions are 5 plat and 1 junction shell.
  5. In general, hitting with an etherblade generates charge shells. However, these are not the only requirements.
  6. • It must be a normal attack. Notably, attacks granted by junctions can't generate charge shells, unless explicitly stated otherwise.
  7. • It must be with the etherblade itself. Dual-wielding an etherblade and a mundane weapon, hits with the mundane weapon don't generate charge shells.
  8. • The wielder must be proficient with etherblades, as with other etherblade abilities.
  9. • It must hit touch AC. A hit deflected by armor still counts for charge shells.
  10. • The target must have at least half(round up) the wielder's HD. Lesser foes are insufficient.
  11. A proficient wielder can activate junctions in an etherblade, which costs charge shells. A proficient wielder of two or more etherblades can send charge shells to any etherblade they're wielding, and can activate a junction using charge shells from any combination of etherblades they're wielding.
  12. While a sword is the customary etherblade, the enchantment can be applied to a halberd, shield blades, a spiked weapon like a longspear upgraded with a blade, or other less-customary bladed weapons. For a weapon with multiple business ends, a specific blade receives the enchantment.
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  16. Junctions
  17. Normally, enchanting a junction into an etherblade costs 5 plat per shell. A junction's shell cost may also list an added cost in plat; this adds to the enchantment cost.
  18. Junctions are <Su> unless otherwise stated.
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  20. <Held Status>: The junction delivers a status with a base duration of 1min. Each time you generate a charge shell with this etherblade, refresh this duration. However, the status ends immediately if you fall unconscious(or die).
  21. <Instashell>: When you generate a charge shell with this etherblade, instead of sending the charge shell to an etherblade, you can spend it immediately to use this junction.
  22.  
  23. Burst Strike
  24. Shell Cost: 1
  25. Benefit: As a free action on your turn, spend a charge shell to make an extra attack with this etherblade.
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  27. Demon Slice
  28. Shell Cost: 2
  29. Benefit: As a standard attack action, spend a charge shell to make a swirling attack with this etherblade against any or all targets in reach. Make a separate attack roll at highest BAB against each one.
  30. Special: This junction attack can generate a charge shell. If any of its attack rolls crit, then it generates a charge shell.
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  32. Fade
  33. Shell Cost: 1
  34. Benefit: As a free action on your turn, spend a charge shell to gain Fade status, with a duration of 3 rounds. With this status, you have a 10% miss chance vs any offensive ability, including AOE spells.
  35. If you have an armor bonus and/or shield bonus to AC(natural armor doesn't count), then Fade status also applies those boni to the DC for any sense(Spot, Listen, blindsense, etc), or detection magic to notice or identify you. If those boni total +4 or more, then you can hide as if you had partial concealment(although this doesn't confer concealment per se).
  36.  
  37. Interject
  38. Shell Cost: 1
  39. Benefit: When you hit with this etherblade as an AOO, readied attack, or the like during the target's movement, spend a charge shell to end their movement. If their movement was part of a larger action, like a charge, then this ends that action.
  40. Note that this still works with junction attacks. For example, if you have 2 charge shells and both junctions, then you can ready an electricity Thundershock attack for an enemy getting too close. If they do, then spend a charge shell to take your readied attack. If it hits, then spend a charge shell to end their movement.
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  42. No Mercy <Held Status>
  43. Shell Cost: 1
  44. Benefit: As a free action on your turn, spend a charge shell to gain a level of Merciless status. With this status, each time you deal damage, inflict a stacking negative status like fear or fatigue, inflict a check penalty, or the like, you inflict an extra point/level/etc. per 10 or fraction inflicted, per level of Merciless status.
  45. For example, with Tormentor status and 2 levels of Merciless status, an attack that would normally deal 21 damage and inflict a -1 penalty(via Tormentor status) instead deals 27 damage and inflicts a -3 penalty.
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  47. Rough Divide
  48. Shell Cost: 1
  49. Benefit: As a standard attack action, spend a charge shell to make a charge attack with this etherblade. Pick one:
  50. • Move double your speed in the charge, under the normal charge restrictions.
  51. • Move your speed in the charge, in a straight line for a minimum of 10', but otherwise as a normal move. For example, you can charge past an ally and over difficult terrain, being slowed by the difficult terrain.
  52. • Move half your speed in the charge, in a straight line for a minimum of 10', but without even the restrictions that normally apply to your movement, save that you can't pass through a solid wall. You can attempt any number of overruns during this movement, as free actions rather than standard actions, although a failed overrun stops you as normal. This is more like a line spell effect than directed flight. For example, you can use a 40' ground speed to vault the railing as you charge 20' into midair, weathering an AOO from the first flying foe and knocking them aside, to get to the second flying foe.
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  54. Subtle Shell <Instashell>
  55. Shell Cost: 2
  56. Benefit: Use this to generate an invisible protective shell. However much damage the generating attack dealt, that is how much damage the shell can block before ending.
  57. The shell does not stack with itself. If you already have a subtle shell and generate another, then the stronger shell survives. In addition, if you have a subtle shell at the start of your turn, then reduce it by 1.
  58. A subtle shell has a DC of [20 + Your HD] to be detected by any sense except touch. In addition, to detect it with magic requires a caster level check vs the same DC.
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  60. Thundershock
  61. Shell Cost: 1
  62. Benefit: As a standard attack action, spend 1 or 2 charge shells to make a ranged attack with this etherblade. DEX mod(not STR mod) applies to the attack roll, and the RI is 50'. For 1 charge shell, the damage is converted to electricity damage. For 2 charge shells, the damage is converted to sonic damage.
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  64. Torment <Held Status>
  65. Shell Cost: 1
  66. Benefit: As a free action on your turn, spend a charge shell to gain Tormentor status. With this status, every time you deal damage, also inflict pain that builds higher and higher, for a -1 untyped penalty on all checks.
  67. The pain penalties inflicted don't have their own durations; they end when the inflicting Tormentor status ends. This linkage is visible as a magical effect in the air, although its appearance varies considerably depending on the source of this junction.
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