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Book of Nine Swords conversions


Mr. R

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Last abilities of Stone Dragon and these are powerful!

 

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26    Strike  Colossus Strike:  (Total: 86 Active Cost, 26 Real Cost) Hand-To-Hand Attack +6d6, Double Knockback (+¾) (52 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-½) (Real Cost: 15) plus Naked Advantage: Double Knockback (+¾) for up to 45 Active Points (34 Active Points); 1 Charge (-2) (Real Cost: 11)    [1]
     
27    Strike  Earthquake Strike:  Energy Blast 10d6, Personal Immunity (+¼), Does x1 ½ Knockback (+½), Area Of Effect (9" Radius; +1) (137 Active Points); Limited Power Power loses about half of its effectiveness (No damage  only for KB/ KD; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs targets on the ground; -½), 1 Charge (-2)    [1]

 

Colossus Strike is the "I hit him across the Battlefield!" ability.  Great for knocking opponents off cliffs!

 

Earthquake Strike is another classic.  I strike the ground and they all fall down!

 

 

Next up Tiger Claw!

 

 

 

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Remember when I said you could reskin the Desert Wind into other elemental styles.

 

Well Tiger Claw represents those predators like tiger and leopard.  But not all animals are like this.  So I propose reskinning Stone Dragon to The Bear's Roar (it sort of fits).  Shadow Hand becomes Lizard Moves.  I am sure you can think of others.

 

So on to Tiger Claw

 

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30    Stance  Hunter's Stance:  (Total: 30 Active Cost, 30 Real Cost) Tracking with Smell/Taste Group (Real Cost: 10) plus Targeting with Smell/Taste Group (Real Cost: 20)
     
16    Stance  Leaping Dragon:  Leaping +6" (13" forward, 6 ½" upward) (Accurate), Reduced Endurance (0 END; +½) (16 Active Points)
     
27    Stance  Wolf Pack Tactics:  Running +6" (12" total), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; After hitting with an attack; +¾) (27 Active Points)
 

 

Hunter's Stance makes you Wolverine 

 

Leaping Dragon and Wolf Pack Tactics are movement bonuses.  

 

All this re-enforces the idea of a fast agile predator.

 

 

 

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So various maneuvers

 

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4    Strike  Wolf Fang:  Autofire (2 shots; +¼) for up to 45 Active Points of Weapon up to 45 AP (11 Active Points); 1 Charge (-2)    [1]
     
3    Boost  Sudden Leap:  Leaping +5" (13" forward, 6 ½" upward) (Accurate) (10 Active Points); 1 Charge (-2)
     
2    Strike  Claw at the Moon:  Deadly Blow:  +1d6 ([limited circumstances]After a Leap) (7 Active Points); 1 Charge (-2)
     
3    Strike  Rabid Wolf:  Deadly Blow:  +1d6 (any circumstances, any HTH weapon) (10 Active Points); 1 Charge (-2), Limited Power Power loses about a fourth of its effectiveness (- 2 DCV; -¼)
     
7    Strike  Flesh Ripper:  (Total: 20 Active Cost, 7 Real Cost) Negative Combat Skill Levels (-1 to opponent's DCV) (5 Active Points); 1 Charge (-2) (Real Cost: 2) plus Negative Combat Skill Levels (-3 to opponent's OCV) (15 Active Points); 1 Charge (-2) (Real Cost: 5)    [1]
     
5    Boost  Fountain of Blood:  +30 PRE (30 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Only after downing an an opponent; -1 ½), Limited Power Power loses about half of its effectiveness (Offence only; -1)
     
14    Strike  Hamstring:  (Total: 40 Active Cost, 14 Real Cost) Drain DEX 2d6 (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Change Environment 1" radius, -6" of any one mode of Movement (20 Active Points); 1 Charge (-2) (Real Cost: 7)    [1]
     
 

 

All of these simulate the frenzied attacks that a predator would do to cripple and kill their prey.

 

The one I think has the best name is Fountain of Blood.  After killing an opponent is a really violent manner, you growl and howl at your opponents, causing fear.  That just screams a presence attack!

 

 

Edited by Mr. R
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White Raven is the hardest to convert as a lot of it modifies the Action Economy.  Like allowing allies to move and attack even if they did so already.  Allowing both you and an ally to gain flanking bonus even if you are not flanking.  And the signature abilities allow you and an ally(ies) to charge, not provoking an attack of opportunity, at an opponent, gaining a to hit bonus and a damage bonus for all who charged.  The capstone ability instead of saying one or two allies, allows everyone within a certain radius of yourself, to charge an opponent.  Besides the usual damage bonus, you get to add 50 hp of damage, every one of your allies adds 25 (Yeah this can add up real quickly with a large group facing ONE LARGE OPPONENT)

 

But there are some the I tried to ... convert.

 

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7    Stance  Bolstering Voice:  +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only to bolster allies; -½)
     
28    Stance  Wolf Pack Stance:  Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+¼) (56 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to damage of allies flanking same opponent; -1)
 

 

So the first is the classic rallying stance!

 

The second is an example of above.  It does nothing for you, but allows allies to do extra damage.  Rogues doing a Sneak Attack would go crazy for this!  Basically the way it works is IF your ally is flanking a common opponent, then you can make a to hit roll, but only IF they hit the opponent.  This damage then adds to their own.  

 

 

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So the strikes, boosts and errata of White Raven

 

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2    Strike  Leading the Attack:  +10 PRE (10 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only to bolster allies; -½), Limited Power Power loses about a third of its effectiveness (Only after hitting opponent; -½)
     
2    Battle Leader's Charge:  Deadly Blow:  +1d6 ([limited circumstances]Following Charge) (7 Active Points); 1 Charge (-2)
     
6    White Raven Tactics:  Lightning Reflexes: +10 DEX to act first with All Actions, Usable By Other (+¼) (19 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼), Limited Power Power loses about half of its effectiveness (Only to make their initiative equal to yours; -1)
     
7    White Raven Strike:  Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); 1 Charge (-2)
     
10    Boost  Order from Chaos:  Running +6" (12" total), Usable By Other (+¼), Area Of Effect (2" Radius; +1), Selective (+¼) (30 Active Points); 1 Charge (-2)
     
18    (Total: 80 Active Cost, 18 Real Cost) Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Does no damage; -1 ½), Limited Power Power loses about a third of its effectiveness (Only to help calculate Stunning; -½), No Range (-½) (Real Cost: 11)    [1]
     
17    Strike  Wolf Pack Tactics:  Killing Attack - Ranged 2d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to add to damage of allies flanking same opponent; -1)    [1]

 

Leading the Attack is a boost to presence attack.

 

Battle Leader's Charge, umm yeah.

 

White Raven's Strike is your standard Deadly Blow.

 

Order from Chaos is interesting.  Basically I allows the PC to give his allies the ability to place themselves in a better position.

 

Next (Sorry forgot the name) is another stunning blow.

 

Wolf Pack Tactics is like the stance and yes they do stack!

 

 

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So it would not be an ADnD supplement without a selection of magic items.  First up---- the NINE SWORDS

 

 

 

These weapons are called Legacy Weapons.  At first they seem to be a simple magical weapon, but as the wielder grows in power ie levels) the sword will grow in power.  BUT to access these powers a certain ritual needs to be accomplished.  These rituals are unique to each blade and so we get some cool role playing opportunities as the PC investigates the history of the weapon and then tries to accomplish the ritual.  

 

So first the Desert Wind, a scimitar that as it grows in power becomes a Flaming Scimitar.  Also we get the following

Endure heat and cold (LS)

With a flourish of the blade it will cast a Burning Hands spell (Basically a 1 hex AE EB with no range)  up to three times a day.

Fast Draw with the weapon.

The ability to use Burning Blade (See above) up to three times a day.  

Fan the Flames (See above) this does not count against your usage if you already know it.

Wyrm’s Flame (See Hatchling's Flame above and scale it up) three times a day.


 

Faithful Avenger, a Falchion

A bonus to Con of +2 at first and up to +6 (+Con, No figured, OAF)

Detect Good/Evil at will

Lesser Restoration three times a day 

Immortal Fortitude once per day

Greater Restoration self only at will

Resiliency  Ignore damage from a single source once per day (20 pd/ed Force Wall, no range, self only)

 

Supernal Clarity a simple rapier

Sapphire Nightmare (see above) five times a day

+1 OCV with any Diamond Mind Strike listed above

+3 to Dex rolls for balance

Haste as the spell (+4 Dex and +2 Spd ) five times a day

+2 to Dodge/Martial Dodge

Freedom of Movement (Desolid only vs grabs and entangles)

Time Stop once per day (13d6 suppress SPD, AE, 5 minute duration)

 

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Three more

 

Kamate is a simple unadorned bastard sword

Steel Wind (Autofire 3, only to hit three adjacent opponents) five times a day

Shocking Grasp once per day

Accurate Strike + 5 OCV only vs concealed/ invisible opponents

Lightning Bolt three times per day

Chain Lightning once per day

Perfect Strike +10 OCV once per day


 

Eventide’s Sun Mithril short sword

Crux of Balance (+2 all dex skills)

Sting Like a Bee +1d6 Deadly Blow only vs opponents larger

+2 DCV only

Baffling Defense  Comet Throw (see above) three times a day

Dance into the Sun 1d6 sight flash ae one hex linked to Improved Invisibility two time a day

 

 

Umbral Awn Simple dagger that never seems to reflect light

Shadowcloak +3 to stealth and shadowing

Sneak Attack +1d6 Deadly Blow only from behind and/or surprise

Shadowhand  Fast Draw

Shadow Strike +3 OCV only when in a Shadow Hand stance, only when flanking an opponent

Invisibility at will

Shadowstep Desolid for one turn Three times a day and Dagger gaines affect solid advantage


 

Edited by Mr. R
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Unfettered a greatsword 

Charging Minotaur (See above) four time per day

A bonus to Str of +2 at first and up to +6 (+Str, No figured, OAF)

Enlarge (Growth) as the spell once per day

Meld into stone as the spell and +2 OCV while melded once per day

Stoneskin as the spell once per day only if you are in a Stone Dragon Stance

Unfettered becomes an energy dancing sword.  Gains +2d6 Deadly Blow during this time. Once per day


 

Tiger Fang a kukri

Frenzied Charge +2d6 HKA triggered after doing a regular charge

Tiger Leap +2 to all leap abilities and attack

Battle Fever heal self three times a day only after hitting an opponent

Sharp Claw +2 OCV only to add damage

Haste as the spell (+4 Dex and +2 Spd ) five times a day

+2d6 Deadly Blow only if landing a critical

 

Blade of the Last Citadel adamantine longsword

Leading the Attack (see above) five times a day

Prayer as the spell once per day

Remove Fear others only, three time per day

Cure Critical Wound self only, once per day

Blade Barrier as the spell once per day

Blade becomes a Defender weapon Convert Damage bonus from Deadly Blow into Armour for defense

Heal self only once per day

Next up  

 

Martial Scripts

Aptitude Weapons

Wonderous Items

Edited by Mr. R
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