[MA Weapon] of Dancing~~
<img>
|
|
|
|
|
|
|
|
|
|
Dancing: This weapon appears to be a + 2 weapon and is + 2 to hit and damage when held by the character.
However, upon uttering the command
word, the MA weapon leaps
to life, whirling and
flashing through the forms of the character's
combat style.
It has the number of attacks equal to
the character's martial arts style
and has the same chance to hit as the character.
Before the command word can be spoken,
the character must have fought with the weapon in the preceding combat
round.
The weapon will not stray more than five
feet from the character and will fight for 2-5 rounds and then instantly
return to its owner's hands.
The command word can only be used once
every TURN.
Obviously, this weapon does not function
unless the character is proficient in a martial
arts style that teaches the weapon's USE.
see Dancing
Blade +
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<font?>[USE] After 4 rounds of melee its wielder can opt to
allow it to "dance".
"Dancing" consists of loosing the sword on any round when its bonus
is + 1.
The sword then fights at the same level of experience as its wielder,
doing so for 4 rounds.
<> Thereafter, it must again be grasped, as it returns to its wielder,
i.e. it is loosed to "dance" far 4 rounds, going from
+ 1 to +4,
and must be again held by its wielder at a + 1 stage and physically
used for 4 successive rounds of melee combat.
<Dancing:> When "dancing", the
sword will leave its owner's hand and may be up to 3" distant,
and at the end of its 4th round of solo combat
it will move to its possessor's hand automatically.
Note that when "dancing" the sword cannot be physically hit,
although certain magic attacks such as a fireball,
lightning bolt, or transmute metal to wood could affect it <short item
save note, & link>.
Finally, remember that the dancing sword fights alone at the same level
(and class) of its possessor --
if a 4th level fighter, the sword fights alone exactly
the same;
if a 7th level thief is the wielder, the sword will so
fight when "dancing".
Thus relieved of his or her weapon for 4 melee rounds, the possessor
may act in virtually any manner
desired, as dictated by circumstances, and so long as he or she remains
within 3" or less of the sword
(otherwise it falls "lifeless" to the ground and is a + 1 weapon when
again grasped).
The possessor can rest, discharge missiles, draw another weapon and
engage in hand-to-hand combat, etc.
DMPrata wrote:
Thanks, Gary. One more, if I may....
It is generally advised for the DM not to reveal the specific functions of magic items to the players, leaving them to discover an item's powers through experimentation. Thus, no DM should blurt out, "You found a sword +5!" How, then, would you recommend adjudicating the use of a defender sword? The basic operation of the item (assigning some of its "plusses" to one's AC) requires the player to have specific knowledge of the sword's numerical bonus. My PCs have just found one, and I'm not sure how to go about revealing this information. Do you have any suggestions for the perplexed DM?
(Dare I say, I'm at sixes
and sevens over this point....)
Heh...
Sure:) Have runes or like
inscriptions in a most arcane language engraved somewhere on the sword.
If the party takes it to
some NPC that can decipher that writing and they
are willing to pay, and pay plenty, for his services, they learn the secret.
Otherwise, it remains a
weapon
of normal sort that has a magical aura...perhaps as iof someone had cast
a low-level spell on it to dupe others.
Cheers,
Gary
Hmmm...
I wonder what part of, "Have arcane runes or glyphs written on a weapon, and only a paid sage or mage can read/interpret them correctly," was not understood.
I don't care of a +6 Defender
is in question.
They need to have it deciphered
in order to use it
Gary
<%^&*>
*template****template*