Campaign of the Month: February 2014
Azalon: Large Two-Handed Rune Sword
Azalon: Golden Rune Greatsword
Greatest Rune Greatsword
Two handed golden colored great sword with dark bronze leaf highlights and runes hidden in the etchings all over the blade and hilt.
Appearance: See Description above
Damage: 1D6 X 10.
Bonuses: +1 to all saving throws, +2 to strike and parry.
|Living Rune Weapon Abilities:||Notes|
||Anyone touching Azalon after he has given them the warning about being released will be attacked through contact damage for 5D6 per melee round until released. Supernatural or magic creatures take 10D6 damage per melee round of contact; supernatural or magical creatures may not bio-regenerate this damage for 1D4 hours!|
|Dimensional Damage||The weapon doesn’t just deal physical damage, but its dimensional nature allows it to inflict damage to its victims on a far deeper level. Any damage dealt from the sword cannot be healed by Bio-Regeneration for 1D4 hours! This can be extremely deadly for fighting magical and supernatural beings. Additionally, the weapon is capable of dealing damage to Astral Beings, incorporeal beings, and those slightly out of phase. To damage Astral Beings, incorporeal beings, those out of phase, etc., the target must first be seen or located by other methods. This ability does not allow the user to see otherwise undetectable targets, only to damage them.|
|Return to Wielder When Thrown & Indirect Attack||The Rune Weapon can be thrown like a missile weapon regardless of weapon type. It will return to the host body’s (or wielder’s) hand immediately after striking its target. Throwing the weapon and having it return counts as only one melee attack. The Rune Weapon can move around obstacles, turn corners, go around shields, or otherwise twist, curve, and move in an unnatural manner to hit its target. This ability to move and turn in midair makes it difficult to avoid. 80 feet (24.4 m). +4 to strike. Loses the ability to automatic parry for that turn. Three times per 24 hour period.|
|Teleport Weapon||Combined with Return to Wielder When Thrown, the weapon will return to the wielder (mentally commanded or at the end of the duration, whichever comes first), striking anything in its path. It takes one melee attack to teleport the item, and then a second attack to have it return. This can be an excellent tactic for sneak attacks or attacking multiple opponents in a row. 80 feet (24.4 m). +4 to strike. Loses the ability to automatic parry for that turn. Three times per 24 hour period.|
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