Sunday, October 28, 2012

Arcane Weapons

So wanted to share this project I wrote a while back, and have successfully used in a campaign (as we as several npc's from a specific guild, my players really love to hate them).

So without further ado: Wizard Options, Arcane Bond: Weapons


Chart of Feat progression

Improved Arcane Bond: Arcane Weapon
The bond you have with your weapon is stronger than other wizards; energies flow freely between the two of you allowing your spells to materialize more firmly. 
Prerequisites: Proficiency with selected weapon, Arcane Weapon Bond feat or Arcane Bond Class feature. Must select a weapon as the bonded object, known hereafter as Arcane Weapon.
Benefit: As long as the Arcane Weapon is wielded, the Wizard gains a +1 bonus to his caster level. For every three feats that has this feat as a prerequisite that you have, you gain an additional +1 to your caster level plus your Arcane Weapon gains 5 hit points.
Special: Your Arcane Weapon adds your caster level to its hardness score. This, and all Arcane Weapon feats qualify as choices for wizard bonus feats.

Inner Strength
As the bond continues to grow and your combat experience grows as well, you learn to draw forth your weapon's natural talents.
Prerequisites: Improved Arcane Bond: Weapon, Base Attack Bonus +1.
Benefit: Depending on the type of weapon your Arcane Weapon is, you gain a particular benefit. This benefit only applies when the Arcane Weapon is wielded. 

Light Melee Weapons (including guantlets) +1 bonus to melee attacks, this includes melee touch attacks. 
One Handed Melee weapons +1 bonus to spell damage. This damage can only be applied once per target per spell. This does not apply to any other type of damage other than hit points and only to spells that have a range of touch or close.
Two Handed Melee Weapons +1 bonus to Armor Class. This bonus is lost whenever you lose your Dexterity bonus to Armor Class (if any). 
Ranged Weapons +1 bonus to ranged attacks, this includes ranged touch attacks. 

Mana Spike
Like magic enhancing your Arcane Weapon, your Arcane Weapon is more attuned, drawing more mana, making your magic harder to resist.
Prerequisites: Inner Strength, Caster Level 3rd. 
Benefit: Your Arcane Weapon grants you a +3 bonus to caster level checks to overcome spell resistance.

Arcane Weapon Specialization
Specializing in using your Arcane Weapon as much as your magic, you come one step closer to merging the two.
Prerequisites: Inner Strength, Caster Level 3rd. 
Benefit: You may use an attack with your Arcane Weapon to deliver a spell. As a full attack action, you may take one attack with your Arcane Weapon. If the attack hits, it deals its damage plus the spell effect you imbued. You must specify what spell you are casting before the attack, and the charge is lost if you miss. The spell will only target the opponent hit regardless of how many targets the spell originally had the capacity to hit. Ranged Arcane Weapons cannot be used to exceed a spell's range; i.e. ranged Arcane Weapons can deliver a touch spell only within melee range.
Normal: You cannot use weapons to deliver spells. 

Arcane Weapon Might
Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's deadliness.
Prerequisites: Inner Strength, Caster Level 5th. 
Benefit: You may use your Intelligence modifier instead of your Strength modifier for damage rolls with your Arcane Weapon (if applicable).
Normal: You may only use your Strength modifier for damage rolls.

Spell Strike
Merging spell and martial proficiency, you imbue your Arcane Weapon with some of your stored magic to make it more accurate.
Prerequisites: Inner Strength, Caster Level 5th. 
Benefit: As part of an attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon with power, granting all your attacks with your Arcane Weapon for one round a bonus equal to double the spell level you expended. Using a 0 level spell grants a +1 bonus, but burns out the cantrip for the rest of the day, making it unavailable to cast.

Shard of Thought
Wether or not you wanted to, you somehow gave your Arcane Weapon a semblance of Life.
Prerequisites: Inner Strength, Caster Level 5th. 
Benefit: Your Arcane Weapon has a small shard of your persona imbued in it. It gains Intelligence, Wisdom, and Charisma, Sight and hearing 30 ft, Low-light vision, Empathy (owner only) one mile radius. Its aligment is the same as the caster.

Arcane Weapon Focus
Just as you use your mental faculties to understand your Arcane Weapon, you have naturally extended this same understanding towards your Arcane Weapon's Acuracy.
Prerequisites: Inner Strength, Caster Level 6th. 
Benefit: You may use your Intelligence modifier instead of your Strength or Dexterity modifier for attack rolls with your Arcane Weapon.
Normal: You may only use your Strength modifier for melee attack rolls and Dexterity modifier for ranged attack rolls.

Boundless knowledge
Your Arcane Weapon now directs your thoughts into the proper location to create your spells.
Prerequisite: Shard of thought, Caster Level 6th. 
Benefit: You do not need a spellbook anymore, as your Arcane Weapon acts as it now, with limitless space. 
Special: You only have to pay 25% of the material cost of adding a new spell to your Arcane Weapon. 

Improved Spontaneous Spell 
You further unlock your Arcane Weapon's natural affinity.
Prerequisites: Inner Strength, Caster Level 7th. 
Benefit: You gain another use of your Arcane Weapon's ability to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared.
Normal: You may use this ability once per day.

Improved Inner Strength
Your blood, sweat, and tears have strengthened your bond with your Arcane Weapon beyond anything you could have immagined. 
Prerequisites: Inner Strength, Caster Level 7th. 
Benefit: The benefits from your Inner Stength feat double.
Special: You may use your caster level as fighter levels for feat prerequisites. You must still meet all other prerequisites.

Stalwart Defender
Your Arcane Weapon jumps in the way of blows that would otherwise land on you. 
Prerequisites: Shard of Thought, Caster Level 7th. 
Benefit: You add your Arcane Weapon's enhancement bonus to your Armor Class. This still counts as an Enhancement bonus to Armor Class.

Loaded Weapon
Outside the box doesn't begin to explain what you and your Arcane Weapon do. Your magics take forms most mages must actually imbue into a weapon, albeit only for a short amount of time.
Prerequisites: Shard of Thought, Arcane Weapon Focus, Caster Level 8th.
Benefit: Your Arcane Weapon may expend one of your spells to grant itself an enhancement bonus equal to the spell level expended; these can be used as an enhancement bonus or to give the Arcane Weapon new properties. The Arcane Weapon cannot have an effective enhancement bonus above +5; any extra spell levels may be used for new properties. Weapon properties that cost specific amounts of gold cannot be obtained using this feat. These bonuses last for a number of rounds equal to the intelligence modifier of your Arcane Weapon.

Improved Shard of Thought
You can't pin point exactly when it happened, but one day when you were talking to your Arcane Weapon, it began to respond. 
Prerequisites: Shard of Thought, Caster Level 9th. 
Benefit: Your Arcane Weapon persona has evolved. It gains a +1d4 bonus to one stat (casters choice), its sight and hearing improve to 60 ft, Darkvision, and gains Speech. It gains languages equal to its intelligence modifier, and can only learn them from its owner.
Special: You gain the benefits of the Alertness feat as long as your weapon has LOS to you. 

Arcane Weapon Convergence
To you, wielding your Arcane Weapon and wielding mighty spells means the same. Knowledge in one is knowledge in the other. 
Prerequisites: Arcane Weapon Focus, Caster Level 10th. 
Benefit: Whenever you attack with your Arcane Weapon, your Base attack bonus is equal to your caster level. This does not change your actual Base attack bonus, nor do you gain any more attacks when you make a full attack with your Arcane Weapon. 

Improved Mana Spike
Your Arcane Weapon is fully attuned to the very core of magic, a chaotic font through which you draw power, destroying your enemy defenses.
Prerequisites: Mana Spike, Improved Inner Strength, Caster Level 10th. 
Benefit: Your Arcane Weapon grants you a +3 bonus to caster level checks to overcome spell resistance. This is in addition to Mana Spike. 

Weapon of Power
Harnessing your Arcane Weapon in hand, you know your spells are that much deadlier.
Prerequisites: Arcane Weapon Might, Arcane Weapon Focus, Caster Level 10th. 
Benefit: Whenever you roll an attack or damage roll for any spells, as long as you are also wielding your Arcane Weapon, you gain its enhancement bonus to either type of roll. 

Loaded Spell
As long as you and your Arcane Weapon are together, your magic and your might fluctuate back and forth taking whichever form is more convenient to both of you.
Prerequisites: Shard of Thought, Improved Spontaneous Spell, Caster Level 10th.
Benefit: As an immediate action, your Arcane Weapon can burn up any permanent enhancement bonuses (e.g. no Loaded Weapon bonuses) to grant you spell levels to use immediately. Each Enhancement point equals three spell levels which can be used to cast any spell that the wizard may have in his spellbook. These enhancement points, and all benefits they confer, including special abilities the Arcane Weapon may have, are lost for 1 minute per enhancement point spent.

Speed of Thought
You discover another way to imbue your Arcane Weapon, this time speeding your attacks at the cost of some accuracy.
Prerequisites: Improved Inner Strength, Caster Level 12th. 
Benefit: As part of a full attack action, you can choose to expend a prepared spell to imbue your Arcane Weapon, granting you an extra attack for each spell level of the expended spell at your highest Base attack bonus. All extra attacks suffer a cummulative -2 penalty.

Bonded by Destiny
Neither you, nor your Arcane Weapon, can entertain the thought of being apart. 
Prerequisites: Mana Spike, Shard of Thought, Improved Inner Strength, Caster Level 12th. 
Benefit: At any time, as a swift action, you can expend 4 spell levels worth of magic to immediately have your Arcane Weapon conjurered in your hand. This effect will work through any planar boundaries. Only deity level power may stop this effect from occuring. 
Special: The only other thing that may prevent the Arcane Weapon from appearing is if either the caster or the Arcane Weapon are in a dead magic zone.

Melding the Arts
Your martial prowless extends to your spells. You cannot discern what is magic and what is might when you swing your weapon anymore.
Prerequisites: Arcane Weapon Convergence, Caster Level 13th. 
Benefit: Combat feats that apply to your Arcane Weapon also apply to your spells. Bonus damage applies only once per target per spell.
Special: Arcane bonus feats gained (not retroactively) can be used for Combat feats as long as they apply to the Arcane Weapon.

Superior Shard of Thought
Your Arcane Weapon and you are mirrors of each other, and you are not quite sure who came first anymore. 
Prerequisites: Improved Shard of Thought, Caster Level 14th. 
Benefit: Your Arcane Weapon has a large shard of your persona imbued in it. It gains +1d4 bonus to each of its stats, Darkvision, and telepathy (owner only) up to one mile radius. Furthermore, the weapon can activate its own abilities as long as it is being wielded by the caster. 
Special: As long as the Arcane Weapon has LOS to the caster, the caster cannot be flat footed. The Arcane Weapon must be aware of the danger.

For the Team
Your Arcane Weapon protects you from the worst attacks, sometimes yanking you out of the way. 
Prerequisites: Improved Shard of Thought, Stalwart Defender, Caster Level 14th. 
Benefit: You may expend 2 spell levels to automatically turn a critical hit into a normal hit or to roll a reflex save as if you had the Evasion ability. 

Superior Spontaneous Spell 
You further unlock your Arcane Weapon's natural affinity.
Prerequisites: Improved Spontaneous Spell, Caster Level 16th. 
Benefit: You gain another use of your Arcane Weapon's ability (for a total of three) to cast a spell from your spellbook and are capable of casting it, regardless if the spell is not prepared. 
Normal: You may use this ability once per day. Twice per day with Improved Spontaneous Spell.

Supreme Shard of Thought
Prerequisites: Superior Shard of Thought, Caster Level 18th
Benefit: Your Arcane Weapon gains +1d4 bonus to two stats (casters choice), it's senses increase to 120 ft, and gains Blindsense. As long as you have your Arcane Weapon on your person, you may use whichever mental statistics (Int, Wis, Cha) your Arcane Weapon posses instead of your own. Since you both share minds within each other, effects such as poisons, spells, curses, etc that affect only one of the minds does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist. 

Body and Soul
Prerequisites: Superior Shard of Thought, Caster Level 18th
Benefit: If your Arcane Weapon is broken, you can willingly take 1 point of Constitution damage as a move action to have your Arcane Weapon fully repaired. If your Arcane Weapon is destroyed, you can willingly take 1 point of Constitution and Wisdom damage as a move action to have your Arcane Weapon fully materialize back in hand. This is not a replacement effect; it is the same Arcane Weapon reconstituded from the caster's body and soul.

Bonds of Fate
Prerequisites: Bonded By Destiny, Caster Level 16th
Benefit: Bonded by Destiny costs 2 spell levels less to activate and can be used as an immediate action.

Two Become One
Prerequisites: Bonded By Destiny, Body and Soul, Supreme Shard of Thought, Caster Level 20th 
Benefit: As long as your Arcane Weapon is not destroyed, if you die (including, but not limited to, disintegration) your soul is still safe. As long as a caster has your Arcane Weapon when raising you, you suffer no ill effects from it, even if your body must be reconstituted and any material components cost half as much. If left alone, your Arcane Weapon will grow a new body, attached to it. This process takes one day for each caster level of the character.
Special:Since you both share souls within each other, effects such as poisons, spells, curses, etc that affect only one of the souls does not stop the character from functioning, albeit at a -2 penalty to any rolls as long as the effect(s) persist.

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