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Long before what now is referred
to peace, the much of the realm we live in was in utter chaos. The
chaos was brought about by a number of events, signs really, that
pointed to the coming of a great evil. Through the annals of time
heroes have always risen to combat such a great and terrible problem.
This time was no different however, all greatness aside one such
virus has always plagued heroes.
Overconfidence. A great and mighty
paladin came forth with his trusted followers to put evil in it's
place one last and final time. Pity, he was stupid. Although it
sounded grand that good shall overcome, stupidity ran amuck as lack
of knowledge and underestimating the power of evil overcame the
foolish paladin and his troupe. For 500 years we lived in the shadow
of evil, no one coming forth to stop it. Kingdoms falling as they
sent armies at it by the ten's of thousands. We hoped and believed
that there was a hero out there somewhere who would come and end
this. The grand arcane council also believed this and so they created
an item in hopes that it would draw out the greatest of remaining
heroes. Lucky for us that word spread of this weapon beyond our
realms and across the astral plane to a lone swordsman.
He was like nothing we'd never seen
before, there was a peace and calmness about him both intriguing
and mysterious. He came and asked for the weapon however a test
would need to be seen as this was no normal weapon that would to
whoever asked for it. 3 hill giants that were kept in prison were
told to meet him in the arena and fight him, should you win you
go free. Now, I know stories sometimes stretch the truth, but this
was the damndest thing I've ever seen. In less than 15 seconds the
3 hill giants, who looked like they wanted to fight well laid there
in 6 separate humps. All of them being completely cleaved in half.
Needless to say the sword has his.
Days, weeks, months followed after our friend
went to banish this evil. Still nothing, until one morning the sun
shown through for the first time in just over half a millennia.
We sent men to the mountain of evil where the evil once lived, all
around flowers grew among dead dragons and beasts from other planes.
Inside the cave of where the greatest evil lived sat our dead friend
with a note written in his own blood. "Evil is gone. Somewhere
in some forgotten place here in this world your sword sits, waiting
for it's next weilder."
Falchion +2: Flaming (+1) Sure strike (+1)
(out of the Sword and the Fist) Keen (+1) Vorpal (+5) Total plus
+10
Market Price: 200,375 gold pieces
Abilities: Flaming upon command, the weapon
is sheathed in fire. The fire does not harm the hands that hold
the weapon. Flaming weapons deal +1d6 points of bonus fire damage
on a successful hit.
Bows, crossbows, and slings so enchanted
bestow the fire energy upon their ammunition.
Caster Level: 10th
Prerequisites: Craft Magic Arms and Armor and
flame blade, flame strike, or fireball; Market Price: +1 bonus.
Keen: This enchantment doubles the threat
range of a weapon. For instance, if it is placed on a longsword
(which has a normal threat range of 19-20), the keen longsword scores
a threat on a 17-20. Only slashing weapons can be enchanted to be
keen. (If you roll this property randomly for an inappropriate weapon,
re-roll.)
Caster Level: 10th
Prerequisites: Craft Magic Arms and Armor,
keen edge; Market Price: +1 bonus.
Vorpal: This potent and feared enchantment
allows the weapon to sever the heads of those it strikes. Upon a
successful critical hit, the weapon severs the opponents head
(if it has one) from its body.
Some creatures, such as many abominations
and all oozes, have no heads. Others, such as golems and undead
creatures other than vampires, are not affected by the loss of their
heads. Most other creatures, however, die when their heads are cut
off. The DM may have to make judgment calls about this swords
effect.
A vorpal weapon must be a slashing
weapon. (If you roll this property randomly for an inappropriate
weapon, re-roll.)
Caster Level: 18th
Prerequisites: Craft Magic Arms and Armor,
keen edge, death spell; Market Price: +5 bonus.
Sure Strike: A sure striking weapon harms
creatures with damage reduction as if it had a +5 enhancement bonus.
Bows, crossbows, and slings cannot have the sure striking ability.
Caster Level: 6th; Pre-requisites: Craft Magic
Arms and Armor, greater magic weapons; Market Price; +1 bonus.
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