Bound Weapons
Bound Weapon
Bound weapons are powerful magic weapons that grow with the character and can be customized in different ways. The weapon is something you must be proficient with, and the stats of the weapon are calculated as if they were a normal weapon. Once a character becomes strong enough, a bound weapon awakens completely becoming intelligent and gains its own personality that provide various benefits, but also may come with its own drawbacks. At the start a bound weapon starts with a item quality based on the users martial skill, and a enhancement bonus of the magic skill. For every rank in your primary martial skill the quality of the weapon goes up by 1 tier. For example Apprentice = Fine, Grandmaster = Masterwork. For every other rank in your primary magical skill the enhancement bonus of the weapon gets stronger. For example Apprentice is a Accurate or Striking +1, Professional is a Accurate or Striking +2, and Grandmaster is a Accurate or Striking +3. For every enhancement bonus past 1 you may apply a weapon enchantment of equal value, such as buying flaming for 1 point, or flaming burst for 2 points, you may also pay to have the weapon enhanced as normal. Furthermore a bound weapon gains a number of various benefits and traits that you may pick and customize from the following choices.Bound Weapon Wielder Bonuses
Choose one of the following bonuses, while wielding the bound weapon you benefit from this bonus Defensive Weapon - +2 to casting defensively and concentration checksAgile Weapon - +1 Dodge bonus to AC
Firm Grip - +4 CMD vs disarm
Reassuring - +4 vs Fear
Big Stick - +4 to social checks to portray yourself in a position of authority
Carrot - gain a +4 to social checks to be unnoticed or viewed as friendly
Size does Matter - +2 to knowledge martial while wielding the weapon
Wicked - +2 to demoralize in combat
Gilded - +2 to appraise and profession merchant
Bound Weapon Traits
Choose two of the following traits, these are applied to your bound weapon Sentry Blade - Select a single creature type from the Favored Enemy List. The weapon signals the presence of this type of enemy within 50' per Rank in highest caster skill.Unbalancing Weapon - Choose one Combat Maneuver. You count as one size larger for that Maneuver.
Foe Seeker - Select a single creature type from the Favored Enemy list. Crits to this creature type deal x3 damage.
Greater Guard - Weapon also counts as a buckler, but provides 0 AC at base.
Multipurpose - This weapon counts as a tool for a profession, perform, craft, survival, or heal checks.
Disguised Purpose - When not being used as a weapon it does not look like a weapon
Extremely Shiny - Weapon counts as a mirror for things a mirror or magic mirror can do
Organ Harvester - When you use this weapon to harvest creatures, gain 1 extra success on a successful harvesting check per quality tier
Special Material - This weapon is made out of a special material, cold iron, sunsilver, etc. If you take this trait twice you may choose a more rare material (mithril, adamantium) per DM Discretion. Must be taken at weapon creation
Echoing Blow - Whenever you threaten a critical hit with this weapon you may maintain an existing bardic performance without expending a round of usage.
Magical Conduit - Non spell abilities may be channeled through this blade. If you have Spell Strike or something similar they function as with that ability. Abilities used this way increase DC by the enhancement bonus of the weapon.
Bound Weapon Personality
Choose one of the following personality types this grants the weapon and the wielder various benefits as the wielder grows more powerful Trickster- This weapon is very mischievous and is always causing trouble, using steal & stash, disarm, dirty trick and trip with this weapon doesn't break stealth. For 1 Arcane Point you may vanish for 1 round as an immediate actionMotherly - Tucks you in at night. Ignore the penalty to perception while sleeping naturally. You may spend 1 Arcane Pool point to ignore miss chance due to blindness or darkness for one round.
Singing - This weapon is singing whenever it is wielded. When it's wielder begins a bardic performance, it sings harmony with them, allowing the wielder to maintain 2 bardic performances at the same time. You may spend a Arcane Point to maintain a performance instead of using a bardic performance
Clingy - This weapon is very attached to you and always knows where you are. You also know where this weapon is at all times, up to a distance of 1 mile per highest caster skill rank. You may spend 1 Arcane Point to use a Know Direction effect on any creature you have damaged with the weapon within the last hour/half rank bonus from highest magic skill for 1 round.
Bloodthirsty - This weapon cannot deal Non-lethal Damage, and deals a amount of bleed damage equal to its enhancement bonus. You may spend 1 Arcane Point to ignore miss chance on bleeding targets for one round.
Vain - This weapon will cease to offer any benefits for 24 hours if any other weapon is used. However the weapons quality tier is 1 higher than normal. You may spend 1 arcane point to hide the fact that you are using another weapon from the vain weapon for 1 round.
Aligned - The weapon gains a alignment, and bypasses DR for that alignment It also deals an extra 1d6 alignment type damage. This weapon provides no benefits if the user does not act in accordance to that alignment. The user may spend 1 arcane point to reroll a save against an a effect opposed to that alignment.
Traitorous - This weapon does not provide tactical bonuses to allies, such as flanking, instead giving the full bonuses to the wielder. For example flanking would give the wielder a +4 at base. The user may spend 1 arcane point to make an adjacent ally provoke an attack of opportunity to make an enemy within reach flat footed for one round.
Pacifist - This weapon deals only non lethal damage with no penalty. You may spend 1 arcane point to ignore DR for a attack
Leader - This weapon may act as a banner, and increases all bonuses from banners by 1. You may spend 1 arcane point as a quick action to command an ally within 30 ft and grant them this weapons enhancement bonus as an aid another bonus to their next d20.
Heroic - When drawn this weapons bears an aura [Lawful / Good / Chivalry / Kindness]. All allies within 30ft gain a bonus to saves against fear effects equal to the wielder's highest skill rank bonus. You may spend 1 arcane point as an immediate action to become the target of any effects targeting an ally within reach for 1 round.
Honorable - This weapon will not deal lethal damage to an unaware target. The wielder gains a +1 bonus to Parry and Repel for every enemy that threatens them. You may spend 1 Arcane Point to use an AOO to strike a target within your reach who has dealt lethal damage to an ally or non-combatant.
Bound Weapon Ego
When you bond with a bound weapon you entwine your personality with it's personality. The weapons personality is referred to as it's Ego, if you act against your weapons personality and purpose it may stop working for you and if severe enough may attempt to take control of you for a short period of time. Every time you do something that goes against your weapons Ego there is a stacking 5% chance that it fights back. This percentage chance goes down by 5% if you do something the weapon approves of. The first time the weapon ego triggers it becomes inert for 24 hours, if you continue to go against the weapon after this without doing something it approves of it may attempt to take control. When this happens you must make a mind save equal to 10 + Weapons Ego Score or the weapon controls your actions for 1 round per point you failed the save if you have the Greater Personality of your weapon this becomes 1 minute per instead. Your weapons Ego Score is equal to highest martial skill rank bonus + highest magic skill rank bonus + difference in alignment from wielder, every bonded weapon has at least two alignments with a score of 5 in one and 2 in the other. A bound weapons alignment and personal goals should be worked out with your GM and may even be secret to the player.Bound Weapon Greater Personality (Requires Greater Personality Bond)
Choose one of the following personality types this grants the weapon and the wielder various benefits as the wielder grows more powerful Trickster- This weapon gives the wielder advantage on feint checks.Motherly - The wielder no longer needs to sleep when taking a long rest.
Singing - The weapon may perform its own bardic performance, with a number of performance rounds equal to their wielder's Spirit score.
Clingy - This weapon may teleport back to the wielder's hand, if the wielder spends two basic actions.
Bloodthirsty -Bleed damage dealt with this weapon stacks.
Vain - This weapon can hold double the number of magical enchantments
Aligned -The wielder gains DR of the weapons alignment equal to the wielder's Spirit modifier.
Traitorous - This weapon deals double damage against creatures that thought the wielder was not an enemy.
Pacifist - This weapon can deal non lethal damage to creatures immune to non lethal damage.
Leader - The wielder gains a +2 bonus to damage for each adjacent ally.
Heroic - This weapon deals triple damage on a strong critical.
Honorable - The wielder gains advantage on the next attack against a target they have parried or repelled.
Abilities from Wielders Highest Skill Rank (Requires Masters Bond) Apprentice - Bound weapon Strike (Spend 1 Arcane Pool to gain advantage on your next attack), Unbreakable (When you have at least 1 point in your arcane pool the weapon is immune to the destroyed condition.) Journeyman - Energy Attunement (Spend 1 Arcane Point to have weapon deal damage as a Tier 1 energy type. Can spend 2 to deal damage as a Tier 2 energy type) Professional - Telepathy, Bound Weapon Pool (The bound weapon gains its own arcane pool equal to half of the wielders arcane pool) Master - Transfer Arcana (May spend 2 points of the bound weapons arcane pool to recover 1 of your own, and vice versa), Spell Defense (May spend a arcane point to gain spell resistance equal to the bound weapons ego score for 1 minute) Grandmaster - Life Drinker (When you kill an enemy, you may regain 2 arcane points to the bound weapon, or 1 to you and the weapon, or gain temp HP equal to the bound weapon's ego. These effects do not trigger against 'mook' enemies)
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