Weaponsmith/Enchanted Weapons Guy/The "I want to make Excalibur" Destiny

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Weaponsmith/Enchanted Weapons Guy/The "I want to make Excalibur" Destiny

Post  Espresso on Fri Feb 24, 2017 1:24 pm

So... yeah. The title should be pretty self explanatory.
The story behind this is that in the game I'm currently organizing (the Dark Souls one) I have a player who wants to play a weapon-smith that, like the smiths in Dark Souls, will eventually be able to turn powerful souls into legendary weapons and equipment. We thought about inventor, but the flavor isn't quite right, and the abilities don't really match either. Planeshaper is more appropriate - his concept is more akin to the alchemists from Full Metal Alchemist, quickly making a bunch of weapons that he can chuck around like a badass (out of combat, of course). But the 'build a plane' part of it makes no sense for his character to have, and he doesn't like 'shape reality' because the material stays the same, meaning he'll either have to lug a great big anvil of steel around to make anything substantial, or make swords out of dirt, neither of which he finds particularly appealing.
(We briefly joked about Inventor, and just filling the expanded space to the brim with swords so he can 'create' infinite swords out of thin air - but as I said the rest didn't really work for him)
So to that end we decided to try and create an original destiny for his character, and this is what we have figured out thus far:

Soul Forger Destiny:

Soul Forger
Weaponsmithing isn't just a craft for you. Dedicating your life to the forge, you have gone above and beyond the common smith and become something more, leaving behind primitive metals and turning to the most exotic of all materials - the soul, as described in legends of yore.

Level 4 – Astoran Legacy
You have only begun to study the techniques of the smiths of legend, but already you see your prowess increase in leaps and bounds. You bypass the traditional (and tedious) process of smithing, shaping a tool of war with naught but your force of will. You gain 30 "Souls" that reset to 30 after an extended rest, and the following abilities:

True Smithing – At Will
Preparation time: 10 seconds
You may expend a certain amount of Souls to create a forged weapon of your choice. The amount of Souls expended for each weapon is dependent on its weight, where every pound of weight increases the cost by 1 Soul. Weapons created by True Smithing remain until you will them to disappear (which takes 5 seconds) or until you take an extended rest. You may possess multiple weapons created with True Smithing at once, but must create each one individually. True Smithing weapons are made of steel, and may be broken by forces equivalent to a DC (20 + your level) athletics check. When a weapon created with True Smithing disappears, you are refunded half the Souls required to create it (rounded up), but a weapon that is broken will not refund any Souls. Allies wielding a True Smithing weapon will gain a +2 bonus to using that particular weapon, but True Smithing weapons may not be used by players in combat, though they can remain for flavor*. You cannot be harmed by your own weapons.
(For reference, a dagger weighs roughly 1 lb, a rapier 2 lb, an arming sword 3 lb, an estoc 4 lb, and a zweihander 6 lb. Confirm other weapon scores with the GM.)
*NPCs, though, might be able to if the GM wants.

Fuel for the Forge – Magic
You gain Souls equal to your arcana or your mechanics score.

Level 7 – On the Shoulders of Giants
Digging deeper into the old tales, you learn to imbue weapons with powerful effects, something even many of the great smiths of legend are unable to do. Your Souls per day increases to 50, and when you use True Smithing you may reinforce weapons you make with titanite, increasing their breaking point to DC (25 + your level). Preparation time for True Smithing is also reduced to 5 seconds. You also gain the following ability:

Ember of Ascension (Maybe at will, maybe limit uses per day?)
When you create a weapon using True Smithing, you may ascend the weapon to have one of the following effects, at an additional nonrefundable Soul cost equal to the weapon's weight. You may chose to pause (or remove completely) the effects of ascended weapons, regardless of the user's will. Each ascension can only be used once per day (maybe).

Fire Ascension
The weapon smolders with magical fire. The fire does not extinguish unless the user wills it to, even underwater (it will not be able to set anything alight underwater, though the heat can still affect organisms). This fire functions as all fires would otherwise, capable of lighting fires and burning objects out of combat. They can also be adjusted in heat, ranging from a warm glow to a crackling campfire (no, you may not have a solar-flare sword). Naturally, fire weapons will not melt under heat, and the user cannot be burnt by the fire.

Lightning Ascension
The weapon is charged with magical electricity. The electricity runs continually unless the user wills it to stop. This electricity can be used for many things, such starting a small fire, powering an electrical machine, and similar actions that can be achieved with low voltage electricity. The voltage can also be amped up to function similarly to a stun baton, leaving targets dazed and momentarily paralyzed. The electricity can be conducted if the user wills it to, but the user cannot be shocked by the electricity.

Ice Ascension
The weapon is covered in a layer of permafrost and emits endless cold. The cold may be stopped if the user wills it to. The cold can be used to freeze small volumes of liquid, or to coat up to 5 square feet of a solid surface in ice. Anyone trying to walk over the affected area must make a DC 20 acrobatics check not to fall (the creatures attempting this suffer a –10 penalty if they were running or moving similarly quickly). It will also inflict frostbite with enough exposure. The user will not suffer any coldness from the weapon.

Dazzling Ascension
The weapon gleams with a bright light unless the user wills otherwise. This light is normally omnidirectional and may light an area up to 50 feet in diameter, or may be focused into a tight beam that can light objects up to 200 feet away.

Trick Ascension
The weapon is considered to be under the effects of Rune of Return.

Sharpness Ascension
At any point, if the user wills it, for one minute any inanimate surface struck by the weapon is under the effect of Weaken Substance. The effect only applies onto the area actually struck - i.e. a sword strike will only have an effect as wide as the sword's edge. After the minute passes, the weapon breaks, refunding no Souls.

Strength Ascension
At any point, if the user wills it, for one minute a the weapon is under the effect of Strengthen Substance. After the minute passes, the weapon breaks, refunding no Souls.

Level 10 – Forge of the Great Souls
You've done it. Tapping into the very core of the soul, you've unlocked the true potential of your weapons. Your skill as a smith is unmatched; your weapons guarantee victory to their wielders. Allies who wield weapons created by you have a +5 bonus to using that particular weapon, and when you use True Smithing you may reinforce weapons you make with demon titanite, increasing their breaking point to DC 50. Your Souls per day increases to 60, and you are no longer required to expend souls to create un-ascended weapons with True Smithing, though Ember of Ascension will still require souls. True Smithing is now instantaneous, and pick three types of Ascensions when you take an extended rest. Instead of once per day, you may use apply Ascensions an unlimited number of times, as long as you still have Souls to spend. Additionally, when you encounter a truly powerful enemy and harvest their soul, you may forge the soul into a unique "Legendary Weapon". The properties of the Legendary Weapon is determined by your GM, but as a general rule (and tip for the GM) it should be EPIC. There can only be one copy of a given Legendary Weapon in existence at any given moment, and while you are a Legendary Weapon's creator, you are by no means its owner - they can be used by anyone, but as a bottom line at least you cannot be harmed by one. Such is the risk of using a medium as volatile as a powerful soul.

At the moment I feel like Level 10 is underwhelming while level 7 is overwhelming... or maybe it isn't? I don't know. Is it over-powered? Is it under-powered? Feedback would be much appreciated.


Last edited by Espresso on Fri Feb 24, 2017 2:21 pm; edited 1 time in total
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Re: Weaponsmith/Enchanted Weapons Guy/The "I want to make Excalibur" Destiny

Post  Senshuken on Fri Feb 24, 2017 1:54 pm

It looks pretty good but if I could make a suggestion?

Instead of getting all those Ascension's at once when you hit level 7, how about just having the more basic upgrades open to the player to start with... until they can gather special embers to learn how to perform more advanced or exotic upgrades... such as how the player in Dark Souls needs to find the Holy and Occult Embers.
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Re: Weaponsmith/Enchanted Weapons Guy/The "I want to make Excalibur" Destiny

Post  Espresso on Sun Feb 26, 2017 4:46 am

I reworked some stuff, mainly ascension since it offers such versatility. Instead of limiting each ascension to once per day, they're at will, but players are limited to only having three ascensions available, which is selected during an extended rest. I also increased the cost of the ascension.
Updated Soul Forger:

Soul Forger
Weaponsmithing isn't just a craft for you. Dedicating your life to the forge, you have gone above and beyond the common smith and become something more, leaving behind primitive metals and turning to the most exotic of all materials - the soul, as described in legends of yore.

Level 4 – Astoran Legacy
You have only begun to study the techniques of the smiths of legend, but already you see your prowess increase in leaps and bounds. You bypass the traditional (and tedious) process of smithing, shaping a tool of war with naught but your force of will. You gain 30 "Souls" that reset to 30 after an extended rest, and the following abilities:

True Smithing – At Will
Preparation time: 10 seconds
You may expend a certain amount of Souls to create a forged weapon of your choice. The amount of Souls expended for each weapon is dependent on its weight, where every pound of weight increases the cost by 1 Soul. Weapons created by True Smithing remain until you will them to disappear (which takes 5 seconds) or until you take an extended rest. You may possess multiple weapons created with True Smithing at once, but must create each one individually. True Smithing weapons are made of steel, and may be broken by forces equivalent to a DC (20 + your level) athletics check. When a weapon created with True Smithing disappears, you are refunded half the Souls required to create it (rounded up), but a weapon that is broken will not refund any Souls. Allies wielding a True Smithing weapon will gain a +2 bonus to using that particular weapon, but True Smithing weapons may not be used by players in combat, though they can remain for flavor*.
(For reference, a dagger weighs roughly 1 lb, a rapier 2 lb, an arming sword 3 lb, an estoc 4 lb, and a zweihander 6 lb.)
*NPCs, though, might be able to if the GM wants.

Fuel for the Forge – Magic
You gain Souls equal to your arcana or your mechanics score.


Level 7 – On the Shoulders of Giants
Digging deeper into the old tales, you learn to imbue weapons with powerful effects, something even many of the great smiths of legend are unable to do. Your Souls per day increases to 50, and you cannot be harmed by weapons of your own making. Additionally, when you use True Smithing you may reinforce weapons you make with titanite, increasing their breaking point to DC (25 + your level). Preparation time for True Smithing is also reduced to 5 seconds. You also gain the following ability:

Ember of Ascension
When you take an Extended Rest, pick three of the following Ascensions. When you create a weapon using True Smithing, you may ascend the weapon to have one of the chosen effects, at an additional nonrefundable Soul cost equal to the weapon's weight plus the specified Soul cost for each Ascension. You may chose to pause (or remove completely) the effects of ascended weapons, regardless of the user's will. Once per day you may swap out one of the chosen Ascensions for one you did not select during the extended rest.
(The GM is free to offer additional Ascension options, and as a rule of thumb Ascensions should cost the weapon weight plus the point cost of the ability it replicates.)

Bright Ascension – 1 Souls
The weapon gleams with a bright light unless the user wills otherwise. This light is normally omnidirectional and may light an area up to 50 feet in diameter, or may be focused into a tight beam that can light objects up to 200 feet away.

Trick Ascension – 1 Souls
The weapon is considered to be under the effects of Rune of Return.

Steady Ascension – 1 Souls
The user has +2 to using this weapon as a projectile.

Fire Ascension – 2 Soul
The weapon smolders with magical fire. The fire does not extinguish unless the user wills it to, even underwater (it will not be able to set anything alight underwater, though the heat can still affect organisms). This fire functions as all fires would otherwise, capable of lighting fires and burning objects out of combat. They can also be adjusted in heat, ranging from a warm glow to a crackling campfire. Naturally, fire weapons will not melt under heat, and the user cannot be burnt by the fire.

Lightning Ascension – 2 Soul
The weapon is charged with magical electricity. The electricity runs continually unless the user wills it to stop. This electricity can be used for many things, such starting a small fire, powering an electrical machine, and similar actions that can be achieved with low voltage electricity. The voltage can also be amped up to function similarly to a stun baton, leaving targets dazed and momentarily paralyzed. The electricity can be conducted if the user wills it to, but the user cannot be shocked by the electricity.

Ice Ascension  – 2 Soul
The weapon is covered in a layer of permafrost and emits endless cold. The cold may be stopped if the user wills it to. The cold can be used to freeze small volumes of liquid, or to coat up to 5 square feet of a solid surface in ice. Anyone trying to walk over the affected area must make a DC 20 acrobatics check not to fall (the creatures attempting this suffer a –10 penalty if they were running or moving similarly quickly). It will also inflict frostbite with enough exposure. The user will not suffer any coldness from the weapon.

Sharpness Ascension – 3 Souls
At any point, if the user wills it, for one minute any inanimate surface struck by the weapon is under the effect of Weaken Substance. The effect only applies onto the area actually struck - i.e. a sword strike will only have an effect as wide as the sword's edge. After the minute passes, the weapon breaks, refunding no Souls.

Strength Ascension – 3 Souls
At any point, if the user wills it, for one minute a the weapon is under the effect of Strengthen Substance. After the minute passes, the weapon breaks, refunding no Souls.


Level 10 – Forge of the Great Souls
You've done it. Tapping into the essence of an unparalleled soul, you've unlocked the true potential of your weapons. Your skill as a smith is unmatched; your weapons guarantee victory to their wielders. Allies who wield weapons created by you have a +3 bonus to using that particular weapon, and when you use True Smithing you may reinforce weapons you make with demon titanite, increasing their breaking point to DC 50. Your Souls per day increases to 60, and you are no longer required to expend souls to create un-ascended weapons using True Smithing, though Ascension will still require souls. True Smithing is now instantaneous, and you have access to six Ascensions instead of just three per extended rest. You may also apply up to three ascensions to a weapon instead of just one.
Additionally, when you encounter a truly powerful enemy and harvest their soul, you may spend a week to forge the soul into a unique "Legendary Weapon". The properties of the Legendary Weapon is determined by your GM, but as a general rule (and tip for the GM) it should be EPIC. There can only be one copy of a given Legendary Weapon in existence at any given moment, and while you are a Legendary Weapon's creator, you are by no means its owner - they can be used by anyone, but as a bottom line at least you cannot be harmed by one. Such is the risk of using a medium as volatile as a powerful soul. You also gain the following ability:

Bearer, Seek, Seek, Lest
You always know if you are confronted with a great soul worthy of forging into a Legendary Weapon.
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Re: Weaponsmith/Enchanted Weapons Guy/The "I want to make Excalibur" Destiny

Post  Espresso on Tue Feb 28, 2017 10:20 am

Finalized Soul Forger. Faege and I have come to the conclusion that, since weapons are generally for combat use, this destiny won't really be able to showcase 'the ultimate smith' without stepping into combat territory. Instead we opted to make Soul-Forger more of a jack-of-all-trades destiny, with versatile enchantments that are basically buffed up versions of existent abilities, such as Rune of Return, the Elemental abilities, Strengthen/Weaken substance, and Hex. The actual weapon summoning ability is now virtually unlimited, with the soul system only implemented to limit how many weapons can be out at a time. For that reason weapons summoned also no longer disappear with an extended rest (so that destiny users actually have the ability to distribute usable weaponry to people), though enchanted weapons will disappear (until level 10, wherein the soul forger can give out enchanted greatswords for Christmas).

I also gave the level 4 an ability for appraising smithed items because why not, an expert smith should be able to do that easily.

Soul Forger 3.0:
Soul Forger
Weaponsmithing isn't just a craft for you. Dedicating your life to the forge, you have gone above and beyond the common smith and become something more, leaving behind primitive metals and turning to the most exotic of all materials - the soul, as described in legends of yore.

Level 4 – Astoran Legacy
You have only begun to study the techniques of the smiths of legend, but already you see your prowess increase in leaps and bounds. You bypass the traditional (and tedious) process of smithing, shaping a tool of war with naught but your force of will. You gain 30 "Souls" that reset to 30 when you take an extended rest, and the following abilities:

True Smithing – At Will
Preparation time: 5 seconds
You may expend a certain amount of Souls to create a forged weapon of your choice. The amount of Souls expended for each weapon is dependent on its weight, where every pound of weight increases the cost by 1 Soul. Weapons created by True Smithing remain until you will them to disappear. You may possess multiple weapons created with True Smithing at once, but must create each one individually. True Smithing weapons are made of steel, and may be broken by forces equivalent to a DC 25 athletics check. When a weapon created with True Smithing disappears, you are refunded the Souls required to create it, but a weapon that is broken will not refund any Souls. Allies wielding a True Smithing weapon will gain a +2 bonus to using that particular weapon, but True Smithing weapons may not be used by players in combat, though they can remain for flavor.

(For reference, a dagger weighs roughly 1 lb, a rapier 2 lb, an arming sword 3 lb, an estoc 4 lb, and a zweihander 6 lb.)

Smith’s Appraisal – At Will
Whenever you would make a check to appraise, identify, or otherwise investigate smithed equipment (including weapons, armor, as well as lesser items such as decorations and cutlery) you gain a +5 bonus to achieving your intended effect, for example identifying its place of origin, appraising its market value, or determining its durability.

Level 7 – On the Shoulders of Giants
Digging deeper into the old tales, you learn to imbue weapons with powerful effects, something even many of the great smiths of legend are unable to do. Your Souls per day increases to 40, and you cannot be harmed by weapons of your own making. Preparation time for True Smithing becomes instantaneous. Additionally, when you use True Smithing you may reinforce weapons you make with titanite, increasing their breaking point to DC 35. You also gain the following ability:

Ember of Ascension
When you take an Extended Rest, pick three of the following Ascensions. When you create a weapon using True Smithing, you may ascend the weapon to have one of the chosen effects for an additional cost. You may also choose to apply two Ascensions onto the weapon, but the total cost of the weapon (including the initial weight cost) will be doubled. Disappearing Ascended weapons will refund the ascension costs as well. You may chose to pause (or remove completely) the effects of ascended weapons, regardless of the user's will. When taking a short rest, you may swap out Ascensions for one you did not select during the extended rest. Ascended weapons disappear when you take an extended rest.

Trick Ascension – 1 Soul
The user has +2 to using this weapon as a projectile, and the weapon teleports back to the user if the user wills it.

Fire Ascension – 2 Souls
The weapon smolders with magical fire. This fire has all the effects of fires produced by Fire Affinity, it does not extinguish (unless willed to by the user) and can be adjusted in heat from completely heatless to equivalent to a crackling campfire. The weapon also grants its wielder Fireborn, in addition to immunity to the weapon's effects.
(Only one Elemental Ascension may be applied to a weapon at once)

Lightning Ascension – 2 Souls
The weapon is charged with magical electricity. This electricity has all the effects of lightning produced by Lightning Affinity, it does not run out (unless willed to by the user) and can be adjusted in intensity to function similarly to a stun baton, leaving targets dazed and momentarily paralyzed. The weapon also grants its wielder Thunderborn, in addition to immunity to the weapon's effects.
(Only one Elemental Ascension may be applied to a weapon at once)

Ice Ascension – 2 Souls
The weapon is covered in magical permafrost. This frost has all the effects of frost produced by Ice Affinity, it does not thaw out (unless willed to by the user) and can be adjusted in temperature to inflict frostbite with enough exposure, causing targets to suffer -3 precision after a minute. The weapon also grants its wielder Frostborn, in addition to immunity to the weapon's effects.
(Only one Elemental Ascension may be applied to a weapon at once)

Acid Ascension – 2 Souls
The weapon is coated in magical acid. This acid has all the effects of acid produced by Acid Affinity, it does not dry out (unless willed to by the user) and can be adjusted in acidity to have the effect of Weaken Substance only 10 seconds after application. The weapon also grants its wielder Acidborn, in addition to immunity to the weapon's effects.

Sharpness Ascension – 3 Souls
The weapon is always under the effect of Strengthen Substance. At any point, if the user wills it, for one minute any inanimate surface struck by the weapon is under the effect of Weaken Substance. The effect only applies onto the area actually struck - i.e. a sword strike will only have an effect as wide as the sword's edge. The weapon cannot be disappeared during the minute, and after the minute passes, the weapon breaks.

Cursed Ascension – 5 Souls
At any point, if the user wills it, a specified target the weapon strikes will take a –5 penalty to all skill checks for the next ten minutes. The weapon breaks after this effect takes place.

Level 10 – Forge of the Great Souls
You've done it. Tapping into the essence of an unparalleled soul, you've unlocked the true potential of your weapons. Your skill as a smith is unmatched; your weapons guarantee victory to their wielders. Allies who wield weapons created by you have a +5 bonus to using that particular weapon, and when you use True Smithing you may reinforce weapons you make with demon titanite, increasing their breaking point to DC 45. Your Souls per day increases to 60, and you have access to six Ascensions instead of just three per extended rest. Ascended weapons no longer disappear when you take an extended rest. You may also apply up to three ascensions to a weapon instead of just one, without having to multiply the cost. Broken weapons now refund half the souls that went into forging it, rounded up.

Additionally, when you encounter a truly powerful enemy and harvest their soul, you may spend a week to forge the soul into a unique "Legendary Weapon". The properties of the Legendary Weapon is determined by your GM, but as a general rule (and tip for the GM) it should provide a unique advantage equivalent to at least nine ability points, more if there is a drawback to the weapon, with powers related to the soul it is forged from. There can only be one copy of a given Legendary Weapon in existence at any given moment, and while you are a Legendary Weapon's creator, you are by no means its owner - they can be used by anyone, but as a bottom line you cannot be harmed by one. Legendary Weapons are generally nigh-indestructible and breaking one should be a momentous and historic event. You also gain the following ability:

Bearer, Seek, Seek, Lest
You always know if you are confronted with a great soul worthy of forging into a Legendary Weapon.

Additionally these are some Legendary Weapons that I came up with, please note that the power level of these weapons are in consideration of my current Dark Souls campaign, GMs may chose to make legendaries weaker or stronger as they please, given that by various means legendary weapons can be used by characters other than PCs, and the forger has no real ability to prevent them from doing so...

Legendary Weapons:
Wiccan Curseblade – Legendary Weapon
Forged from the soul of a sorceress who hexed an entire kingdom into ruin, the blade still retains the cursed blood of the sorceress' soul. At will, the wielder may Curse a target creature, causing it to suffer a –5 penalty to all skill checks. After a full day has passed, an arcana or heal check of DC (30+Wielder's level) can be made to undo the curse. The wielder is unable to make spectacular successes, and 2s and 3s count towards critical failures.

Soulfright – Legendary Weapon
A dagger forged from the soul of a restless phantom who peered into the souls of mortals and fed on their worst fears. The phantom has perished, but its mind-binding soul remains. If pierced into an intelligent creature's heart, rather than killing the creature, the wielder can read the surface thoughts currently running through the mind of the creature. This effect lasts until the wielder takes an extended rest, or if Soulfright is pierced into another creature. If Soulfright is removed by the creature itself, the wound will become lethal. Otherwise, if the wielder removes Soulfright, there will be no wound left behind. If pierced anywhere else Soulfright functions exactly as a normal dagger would.

Glory – Legendary Weapon
A sword crafted with the soul of an honorable paladin of the sun. If the wielder wishes, the blade emits a warm and invigorating light for up to 25 feet in all directions, granting a +2 morale bonus to any number of allies within the glow. Once per day, the wielder can cure all creatures within the light of any injuries, ailments, or curses, if curable.

Mjolnir – Legendary Weapon
A hammer that crackles with the soul of a powerful lightning deity. The wielder gains Lightning Affinity and Thunderborn, and can create, manipulate, and clear away lightning and storm related weather. If creatures with Weather-Crafter attempt to change weather created by Mjolnir, they must beat a DC 30 weather crafting check to do so.
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