Unique Weapon Gods Gifted II
Unique Weapon Gods Gifted II by Shadowknight
Let me first say again GM you're under NO obligation to accept this or any feat that you feel will unbalance your game, having said so this feat while extremely powerful come with enough drawbacks and role playing ideas I would allow it for a mature role player but not to a Munchkin.
This feat is arguably the most powerful or the second most powerful feat I've ever created second only to the Omni -Resource Feat. It represent someone who has a Unique Ancient Weapon that was gifted or created for him or his or her bloodline. In game terms you inherit a Special Weapon or Item that you seem to bound with this weapon has a A.R of 17 and 1D4X1000 SDC, Item has a A.R of 19 and 1D6 X 1000 SDC. The Weapon or Item can be damaged or broken only when specifically targeted not when parrying an attack. In your hands the Weapons is is +3 to Hit, +3 to Parry, you have 1 additional attack when using the Weapon & the weapon does an additional + 5d6 damage. An item is +2 to hit, + 4 to parry, you have 1 additional attack when using the Item, the Item does an additional + 1D8 damage, the Item has more abilities besides doing damage. While your Weapon or Item can be stolen or lent to someone else but in the hands of any one else but you it's only an exceptional quality weapon given them + 1 to Hit & +1 to parry. If an Ancient Bow is chosen it gives it user +2 to parry when using the Bow, +4 to Hit, + 4 additional attacks when using the bow, it has 3x normal range for that bow, an additional 4D8 damage when using the bow to shoot arrows, the bow comes with a quiver of 100 arrows which does an additional 7D6 damage these arrows can only be used once and than are broken unrepairable, so once these arrows are gone there no more. These special arrows have the feat of Knock-Back feat. The Weapon or Item is magical but if a Psychic does an Object read or Aura read, the weapon or shield aura will be identical to it's owner almost as if the person and Weapon has become one. It also has 10 other abilities
- 1. It won't bond to anyone else till it current owner is dead, even if stolen by a family member or member of same fraternal order.
- 2. If stolen or hidden the current owner can sense the Weapon or Item up to 15 yd per level but can't narrow what direction it's hidden
- 3. It does full damage and slows down the regenerative ability of anyone whether it's by powers or Supernatural. if the creature you hit use to regenerate every round, now it does every minute, if it was every minute it now does every hour, if it used to go it every hour now it does it every day, if it does it every day now it does it every week. this slow down of regenerative ability last until the creature is back to full after that it regenerate as usual. Needless to say Vampires fear such a weapon besides slowing it's ability to regenerate if the vampire is reduce to -30 Hit Points it dies and can't regenerate further.
- 4. If taken to Rifts will do MDC damage equal to it's normal SDC damage.
- 5. The Weapon or Item gives the ability to fly as the minor power Flight Wingless, you don't receive the SDC bonus or bonus to dodge or anything else except to ability to fly, Or you receive the Minor Super power Enhance Leaping.
- 6. +10 to P.S which is considered Supernatural, this STR bonus last as long as the Weapon or Item is within 100 ft from your body.
- 7. It increase the owners lifespan by at least 3X
- 8. It givens it's owner a bonus +50 Hit Points & 100 SDC
- 9. Roll 1d8 yo see what minor power you gain, while the Weapon or Item is in your hand. The power only last as long as the Item or Weapon is physically touching some part of your body, while it will work through clothes or leather. But not Metal or plastic thicker than 1/8 of an inch thick. Should you be separated for more than 1 minute you lose the bonus power.
- a. Danger Sense
- b. Energy Resistance
- c. Hardened Skin
- d. Healing Factor
- e. impact Resistance
- f. Impervious to Cold & Freezing
- g. Physical perfection
- h. personal Force Field
- 10. Extremely resistant to Illusion whether it be Psionic, Technological or Magical. As long as you are holding your weapon in your hand you save vs Illusion with a 12 or better.
11. Once a day you can dimension teleport yourself or your opponent to a different dimension, it works automatically for yourself. But you need to roll a natural 15 or higher to send your opponent to another dimension otherwise you used your ability for that day but he wasn't banished to that dimension. Nevertheless your opponent has a chance to dodge or jump back home before the dimension close, but there are 2 limitation 1 he must have at least 1 attack left & he must roll a natural 16 or higher. If sent to a different dimension, your opponent needs a way to get back or he's stuck there. If you visited the Dimension already you can choose what Dimension you sent him, otherwise you need to roll 1D6 and compare the result with the list. The only limitation the Dimension must be able to Support Humanoid lifeforms.
Possible Dimension
- 1. Alternate Earth (Use your imagination) but usually where things are backwards or different Germany won WWI or WWII, South won the Civil War, British Won the War of 1812, Clinton was defeated by Bush, The Watergate Mole was found & silenced therefore Nixon never resigned in disgrace, etc.
- 2. Nightbane
- 3. Dead Reign
- 4. System Failure
- 5. Rifts
- 6. Mechanoid Earth
- 7. Chaos Earth
- 8. Hell
Possible Length of time stuck in the dimension roll 1d6 and compare the number to list
- 1. 1 hour per level of Character who sent him
- 2. 1 day per level of Character who sent him
- 3. 1 week per level of Character who sent him
- 4. 1 month per level of Character who sent him (GM it's not fun to permanently remove a player character from a game anytime such a situation happens, I would strongly recommend to the player character to go to that Dimension and retrieve his opponent, or have someone else do it)
- 5. 1 year per level of Character who sent him(GM it's not fun to permanently remove a player character from a game anytime such a situation happens, I would strongly recommend to the player character to go to that Dimension and retrieve his opponent, or have someone else do it)
- 6. 10 yrs per level of character who sent him(GM it's not fun to permanently remove a player character from a game anytime such a situation happens, I would strongly recommend to the player character to go to that Dimension and retrieve his opponent, or have someone else do it) The only time I would personally accept someone being banished to a different dimension so long was if it was a mega powerful villain the group had no other way of defeating and the fate of the world depended on it. Lets not forget you just banished an extremely powerful Villain from the HU Earth what's to stop him from making common cause with Nightlord and finding a way to comeback with their help with a small army of supernatural creatures at his beck and call or a Night Prince.
- Cost: 5 Feats
- Bonus: While normally the Immortal class wouldn't have enough feats to qualify to receive the feat. A GM can give it to an Immortal Class character a 12 lvl but explain the Gods of your Pantheon gave it to you due to your yrs of loyal service, worship and serving their interest. But if you should ever betray them or turn evil them will strip you of the weapon or Item even if you paid 3-5 feats.
- Prerequisite: Must have either a Blood relationship with the old owner or at the very least be members of a secret order that trains it members in such a weapon to fight evil. You can't steal it and force it to bond to you, it must be given to you on Deathbed or you inherit it in a will. Basically the Gods of your Pantheon gave it to you, make it clear to your players this isn't a party favor that can be passed around that's 1 character retiring and his brother, son, sister, niece or nephew, etc, inheriting it. It doesn't work like this. IT MUST BE EARNED not just by paying for the 5 feats but by yrs of loyal service to the pantheon you worship and serve.
- Limitations: The feat Can't be taken again, if broken it takes at least 1d4+2 levels to find someone to repair it. Since it was made from an ancient process not taught using traditional Weapon smiting. If destroyed it can't be recreated again baring a God gifting you another one, your loss. This is 1 of the rarest feats in the world only 1 member of the team can have this feat and no more than 5 beings in a World could have such a feat. At most there exist 100 such weapons throughout the Galaxy buried in Ancient Ruined World, museum, secret orders or in special families useable only by someone from that bloodline. Reason simple the Weapon or Item is made from a metal unavailable for the past 800+ yrs if not more or it was created either by Ancient God of Smiting like Hephaestus or in legendary Civilization like Atlantis, Lemuria, Sumeria, Ancient China, Ancient India or Ancient Egypt.
- Further Limitation: Only some who normally use weapons like Physical Training, Ancient Master, Ancient Weapon Master, Character from Ninja & Super-spies or something similar. Also certain Immortals from Powers Unlimited like Angels, Avatars, Demi-Gods & Godling can have this feat. Unlike normal feats this feat is given to you by Gods of a particular pantheon you must serve or be their champion, it doesn't matter if you paid the full cost of the feat, betrayal or disobedience will cause the Gods to remove the Weapon or Item from you magically. Having said that as a GM I'm more likely to forgive minor disagreements from a player that paid the full coast that is 5 feats, than from an Immortal that only paid 3-4 feats and the Gods of the pantheon putting the last feat or 2 feats.
- Final Limitation: This feat is extremely powerful making any character with this feat the equivalent of being an Enchanted Weapon character class. Therefore should one pick this feat he know goes up and is considered a Mega Hero. The Hero forgoes all the ability of the MH, because he gained the ability of the Unique Weapon Gods Gifted instead. The GM should compare his current Experience Points and see where they fit in the Mega hero experience table. What happens is he doesn't lose a lvl now that he's a Mega hero, but he no longer goes up any level until his MH experience points bring him to the same lvl he was before a became a MH. I. E (Shadow Eagle is an 8th level Physical Training checking of the table Experience table of a MH the GM see SE would be considered a 6th level ME. So SE wouldn't go up any more until he accumulate enough experience points to make him a 9th level ME). If already an Immortal Class (basically a Mega Hero) he pays instead an additional 10% experience points penalty to go up any level.