Dungeon Loot of Solstice
Things recovered in the four major dungeons of Solstice (the Dark Vaults, Grand Arena, Great Gnomon Spire, and Warcogs) are often warped and influenced by the planar energies and dread magics that have gathered and focused within Solstice over the centuries. As a result, they are not exactly like typical magic items. A few are cursed, and many have eldritch aspects and origins. Rather than a +1 keen longsword, you may find a reaping +1 keen longsword of resurrection.
[In a full version of this idea there would be charts for every kind of magic item, and each type would have 30-40 different entries. This is an abbreviated version covering just weapons, and with just a few options for aspects and origins.]
When a magic weapon is recovered as loot in a dungeon, roll on the table below to see how it differs from a typical version of that magic weapon.
Table 1: Magic Weapon Dungeon Loot
01-03. Weapon is cursed
04-05. Weapon is cursed, but only acts cursed if an attack roll made with it is a natural 1. It stops acting cursed after that fight, until another 1 is rolled. Weapon has two aspects and an origin.
06-35. Weapon is normal.
35-60. Weapon has one aspect
61-80. Weapon has one origin
81-89. Weapon has two aspects
90-95. Weapon has one aspect and one origin
96-98. Weapon has two aspects and one origin.
99. Weapon has two aspects, two origins, and a secret cult trying to steal it for use in dread rituals.
100. Weapon is intelligent. It also has aspects or origins, reroll on this table until a result gives at least one of those two properties.
How Much Do Unusual Weapon Abilities Cost? I dunno. A little. A lot? Depends on how much you want them. Roleplay it with your GM and see what they say.
I mean, how much does it cost if I am crafting them? That’s easy – you can’t craft these. They’re effects of energy leaking out of the Planar Conjunctions of Solstice over centuries. You can only find them as Dungeon Loot.
Okay, how much can I sell them for? That’s ALSO easy. They sell for the normal amount. No one trusts the powers granted by weird energy from Planar Conjunctions, so no one is paying extra for them, as a merchant. But yeah, they’ll CHARGE extra. That’s how they make a profit.
How much extra? Tell your GM you want to buy one, and enjoy roleplaying the negotiations!
I AM the GM! Oh! Why didn’t you say so?!
Then it’s however much you want! But remember, respectable and trusted adventuring gear vendors don’t deal in these things. And shady vendors aren’t going to allow someone to cast spells on a weapon just to they can identify it can feel safe buying it So when the PCs have a little adventure and find someone to buy these things from, phrases like “What’s your Sense Motive bonus?” (followed by some secret dice bouncing), and “I’ll sell such a legendary weapon to a hero such as yourself for only 1,000 gp more than a typical weapon of its kind, but I cannot promise what strange powers it has.” (followed by random checks on the Unusual Weapon Abilities chart) work great.
Identifying Unusual Magic Items
The magic properties of Solstice Dungeon Loot is not easily identifed with mere magic or Spellcraft, because it includes strange eldritch energies that are twisted and warped in ways never seen before. While it’s easy for a player to understand how a furious +1 keen scimitar of the hive is just adding two new abilities to a +1 keen scimitar, to a sage trying to identify it there is a mix of the pure magic of rage, eldritch sharpness, and the power of extraplanar insects all blended into one strange and unique weapon.
A normal Spellcraft check to identify the item will determine if it *has* aspects or origins (though not if it is cursed). Aspects can be correctly identified with Knowledge (arcane) or (religion) checks. Origins can be correctly identified with Knowledge (nature) or (planes) checks. Either can be identified with Knowledge (history) or (local), but the DC is 10 higher. The base DCs for these checks are the same as identifying magic properties with Spellcraft.
Aspects: An Unusual Magic Weapon Aspect is listed before the rest of the weapon, such as a furious +1 flaming scimitar. The power of an Unusual Magic Weapon with an aspect has been twisted toward a second (and sometimes third) function, as if it almost became a different magic item entirely. In the rare cases when a weapon with an aspect is also intelligent, it’s aspect also describes one element of its personality.
- Cautious: Select one creature type from the list of ranger favored enemies. When creatures of that type are within 30 feet the weapon glows. This is blocked by anything that blocks detect magic. The wielder gains a bonus equal to their base attack bonus to Perception checks made to act in surprise rounds initiated by creatures of the specified type.
02. Eclectic: The weapon has dozens of odd fetishes and trophies tied to it and dangling from it. Having it in hand fulfills the material component and focus of any spell for material components and focuses with no gp cost.
03. Furious: Wielder can go into a fury once per day, for a maximum number of rounds equal to her base attack bonus. While in this fury the character has the drawbacks of rage (no spellcasting, limited skill use, no activity that requires concentration), but also gains a +2 circumstance bonus to Will saves. If the character actually has rage, instead once per day she can maintain her rage for a number of rounds equal to half her base attack bonus without it counting against her maximum number of rounds of rage per day.
04. Overblown: The weapon has additional blades, striker surfaces, bow arms, or similar apparently over-the-top weapon elements. When the weapon threatens a critical hit on a natural attack roll of 20 and confirms it, it deals additional damage equal to its base damage dice.
05. Prejudiced: Select one creature type from the list of ranger favored enemies. The weapon’s enhancement bonus is +1 higher against creatures of this type, and it deals an additional 1d6 damage to such foes.
06. Reaping: When the weapon scores a critical hit against a foe, or is successfully used with Vital Strike (or higher level versions of that feat), that foe’s fast healing and regeneration cease to function for 1 round.
07. Revealing: Can detect magic as a standard action (both to initiate and to maintain) at will.
08. Ruthless: Can penetrate the DR for 24 hours of any creature that scores a critical hit or sneak attack against the wielder.
09. Screaming: Can countersong, as the bard ability, using the wielder’s base attack bonus for the countersong check. By screaming. Loudly.
10. Shifting: Weapon can become a specific, randomly determined second kind of weapon. It takes a swift action to change from one form to another. A character proficient with one form is treated as proficient with both, and can use any appropriate feats that apply to one weapon type to both weapon types.
11. Spiderslaying: Wielder is immune to mundane and magic nets and webs (though not other forms of entanglement or difficult terrain), and gains a Climb speed equal to half base speed when within 60 feet of a spider swarm or spider of Tiny or larger size.
12. Whirlwind: Once per day the weapon can be used to make a full attack action as a standard action during a surprise round.
Origins: An Unusual Weapon Origin is listed after the weapon, such as a +1 flaming scimitar of the dragon. The power of a weapon with an unusual origin is at least partly drawn from something connected to its name. The GM may, at her discretion, have creatures with strong opinions about such creatures treat the wielder of such a weapon with particular respect (75%) or disdain (25%), as if they were an agent or noble connected to the power source.
- Of the All-Seeing Eye: Can create dancing lights as a move action at will. Wielder can make Perception checks to see anything within the illumination of the dancing lights, even if they are not in line-of-sight of the wielder.
02. Of the Beast: Select a type of bag of tricks at random. A decorative animal shape on the weapon can be activated as that bag of tricks.
03. Of the Dragon: Can use breath weapon 1/ce day. Select damage type below. Breath weapon deals a number of 1d4 hp of that damage type equal to wielder’s base attack bonus in a 15 foot cone (Reflex half, DC 10 + base attack bonus).
100: Damage is half pure holy damage (if good or neutral) or half evil damage (if evil), and half a second type from a new roll. If 100 is rolled again, damage is half fire but deals 1d6 per base attack bonus rather than 1d4.
04. Of Eternity: The weapon is a unique runeblade powered by its own internal self-consistent universe. It is immune to dispel magic, mage’s disjunction, antimagic field, and similar effects that would remove its magic abilities. It can be sundered normally.
05. Of Gates: Once per day as a move action the wielder can teleport a distance up to its move rate.
06. Of the Hive: Once per day the wielder can become a swarm of diminutive bees. This swarm has a fly rate equal to the wielder’s move rate, a base AC of 10 and a deflection bonus equal to the wielder’s base attack bonus (with no other bonus to AC applying). The creature gains swarm traits, but has no attack. It does gain the distraction ability, but the save DC and concentration check to cast spells have a base of 10 + wielder’s base attack bonus rather than a base of 20.
07. Of Patron’s Will: If the wielder can cast spells and use hexes, whenever the wielder damages a foe with a spell or forces a foe to fail a saving throw with a spell, the wielder can expend a second prepared spell or spell slot of the same level as a swift action to also use a hex against the target (allowing the normal saving throw) regardless of the target’s range.
If the wielder cannot both cast spells and use hexes, it gains the ability to use a single randomly determined hex (not major or grand hex) once per day, using its base attack bonus as its effective witch level.
08. Of Resurrection: If the wielder is killed as a result of hp damage, the weapon immediately casts breath of life as a free action, except the amount of healing is a number of d4 equal to the wielder’s base attack bonus. If this restores the wielder to life, he avoids any consequence of dying (and may choose to not even fall prone). This ability may only be used once per year, and once used the weapon loses all magic abilities for 365 days (and shows no sign of having any magic properties, even if examined by wish or similar magics).
09. Of Shadows: The weapon is constantly blurred and veiled in flickering shadows. Wielder gains a bonus equal to its base Reflex save to all Bluff checks made to feint with the weapon.
10. Of Sigils: Wielder gains +4 to saves against language-dependent effects and spells with sigil, symbol, or rune in their title. Also, wielder treats his hp as being 50 higher when effected by power words. Once a day, wielder may choose a language to speak for 24 hours, but only when holding the weapon in a threatening manner.
11. Of Traps: If the wielder sets off a trap without being aware of it, and the trap’s attack misses or the wielder makes a save against the trap, the wielder can absorb the trap into the weapon (preventing it from harming anyone else). The wielder can then unleash the trap on any target the weapon scores a critical hit against, forcing it to suffer the attack or make the save. The trap is then relocated to this new location, and resets normally (if it has a reset). Only one trap may be stored at a time, and the wielder has no special protection against traps and cannot absorb a trap while one is stored.
12. Of the Warmage: Randomly select one school of spells. One per round as a free action when the wielder or an ally causes one or more targets to fail a saving throw against a spell or take damage from a spell from that school, the wielder may also make a melee weapon attack against one of those creatures (regardless of range), effecting the target as if it had been hit by the weapon on a successful attack roll.