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Old Feb 1st, 2014, 02:53 PM
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Houserules

Weapons
Monk Attribute: All Monks are proficient with any weapon with the monk attribute. In addition, when fighting with a weapon with the monk attribute, you may choose to use either the weapon’s normal damage or your own unarmed damage. Regardless of your choice, the damage type is that of the weapon you are wielding.

The following weapons gain the monk attribute: Punching Dagger, Scizore, Knuckle Axe, Tri-Bladed Katar, Rope Gauntlet, Thorn Bracer, Bladed Scarf.
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Old Feb 1st, 2014, 02:55 PM
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Battle Tattoos


Some warriors eschew weapons altogether, and choose to decorate their bodies with elaborate tattoos. While the vast majority are for show, some are infused with special magics that allow them to absorb a fraction of the souls of fallen enemies and granting special powers through the use of ki.

Battle Tattoos give little in the way of initial benefits, but like weapons they can gain experience points and levels, even gaining enhancement bonuses, growing larger and more detailed on their own as they increase in strength. The enhancement bonus of a Battle Tattoo is given to Unarmed Strikes. In addition, each Battle Tattoo has a special ability for ki users, depending on its pattern.

For unknown reasons, Battle Tattoos cannot be activated if the character is wielding a weapon, only granting their powers when the warrior is completely unarmed. Also, a character can only possess one Battle Tattoo at a time. The strange magic that makes them work seems to suffer interference if more than one are placed on the same body.

Dragon: Elaborate dragon heads decorate each forearm. By spending 1 ki point, all damage done by your unarmed strikes is fire damage for a number of rounds equal to your Wisdom modifier.

Kraken: Long tentacles make their way down the length of your arms. By spending 1 ki point, you gain the grab special attack for a number of rounds equal to your Wisdom modifier. If you already have the grab special attack, you instead gain the constrict special attack. If you already have the constrict special attack, the damage you deal from your constrict special attack increases 1 die size.

Jaguar: A stylized jaguar adorns each arm, usually in a Mesoamerican style. By spending 1 ki point, you gain the pounce special attack for a number of rounds equal to your Wisdom modifier.

Bear: A pair of bear paws sit emblazoned on your chest. By spending 1 ki point, your unarmed strikes deal slashing damage and deal double damage against objects or during sundering attempts.

Butterfly/Bat: One half of a bat or butterfly sits on the underside of each forearm, becoming whole if the arms are brought together. By spending 1 ki point, all damage done by your unarmed strikes is holy damage (if you possess the butterfly) or unholy damage (if you possess the bat) for a number of rounds equal to your Wisdom modifier.

Dark Shadows: A strange pattern of geometric figures and lines decorates one of your limbs. By spending 1 ki point, you gain concealment for a number of rounds equal to your Wisdom modifier.
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Old Feb 1st, 2014, 02:57 PM
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As weapons take the lives of living beings, small fragments of their souls are left behind, absorbed into the weapon itself. This is even true of ranged weapons such as bows, although no one can find an explanation as to why yet. Over time, this soul “residue” builds up, combining and merging into a new soul in the weapon itself. The effects are small at first, the blade perhaps has a keener edge, or the bow finds its target a bit easier, but over time this soul gains intelligence and starts taking on new shapes and forms within the weapon itself.

Experience points: Whenever a weapon deals a killing blow to a creature (reduces it to 0 hit points or lower), it gains a small amount of XP, 10% of the total XP given out by the creature. Just like characters, when a weapon gains enough XP, it gains a level and all the abilities of the new level.

Level XP Abilities
1 - -
2 200 Soul Bond, Enhancement +1
3 500 -
4 900 Enhancement +2
5 1,500 Intelligence (Empathy), Reforge (Material)
6 2,300 Enhancement +3, Critical Strike
7 3,500 -
8 5,100 Enhancement +4
9 7,500 Intelligence (Telepathy)
10 10,500 Enhancement +5, Reforge (Size)
11 15,500 -
12 22,000 Enhancement +6, Critical Strike
13 31,500 Intelligence (Speech, 4th Level Spell 1/Day)
14 44,500 Enhancement +7
15 63,500 Reforge (Alignment)
16 89,000 Enhancement +8
17 130,000 Intelligence (4th Level spell 3/Day)
18 180,000 Enhancement +9, Critical Strike
19 255,000 -
20 360,000 Enhancement +10, Truesoul


Soul Bond: When a weapon reaches 2nd level, it forms a powerful bond with whomever was wielding it when it leveled up, hereby referred to as the weapon’s “true owner”. Anyone who is not the true owner must make a Will save with every attack (DC=10+Half the weapon’s level+the weapon’s Ego score (if any)) or suffer a -1 penalty on that attack.

Enhancement: At 2nd level, the weapon gains a +1 enhancement bonus. At 4th level, and every 2 levels after, this bonus increases by one. Each time this bonus in increased, the weapons owner may choose to turn some of this enhancement bonus into weapon abilities, as listed under the Magic Weapon Creation rules.

Intelligence: At 5th level, a weapon’s soul starts to take shape. The weapon becomes an Intelligent Item, with Intelligence, Wisdom, and Charisma scores of 10 and can communicate by empathy. At 9th Level and every 4 levels after, these scores increase by 2.

At 9th Level, the weapon gains the ability to communicate via telepathy. At 13th level, it gains the ability to communicate through speech and the ability to cast one 4th level spell once per day. This spell is chosen when this ability is gained and cannot be changed. At 17th level, the weapon can cast this spell 3 times per day.

Reforge: At 5th level, the weapon’s soul starts to alter its form. Choose any one material other than the material the weapon currently is (most likely iron or wood). The weapon now counts as the chosen material for the purposes of overcoming damage reduction. For ranged weapons, this ability is applied to the ammunition shot from the ranged weapon. This stacks with any other ability that changes the material, such as a monk’s ki strike ability.

At 10th level, the weapon grows in size whenever it’s true owner unleashes it. Whenever the weapon is wielded by its true owner, it becomes one size larger than it normally is. However, the weapon’s true owner can wield it as though it was it’s normal size.

At 15th level, the weapon’s personality changes shape. Choose either good, evil, lawful, or chaotic. Whenever the weapon is wielded by it’s true owner, it counts as the chosen alignment for overcoming damage reduction. This stacks with any other alignment changing ability, such as a monk’s ki strike ability.


Critical Strike: At 6th level, a weapon and it’s true owner become more skilled at striking weak points. So long as it is being wielded by it’s true owner, the weapon’s critical multiplier increases by 1. (For example, from 19-20/x2 to 19-20/x3). At 12th level, the multiplier increases by 1 again, and at 18th level, it increases by 1 yet again. This ability can increase a weapon’s critical multiplier by higher than x4


Truesoul: At 20th level, a weapon’s soul finally crystallizes and the weapon becomes mortal. The weapon counts as having a soul for the purposes of spells such as magic jar, and if the weapon is ever destroyed, it can be remade with a raise dead, resurrection, or true resurrection spell.
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Last edited by New Age Warlock; Jul 11th, 2016 at 06:34 PM.
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