I literally only want something to mark it as other than a generic sword.

You want to make it worse than a generic sword, by an absurd degree.
 
If Searing is free, then:

[X] Oathkeeper Upgrade
-[X] Enhancement Bonus: Increase to +5 (total +3)
-[X] Special Ability: Searing Flame +0
-[X] Special Ability: +1 Magebane (stacks with wielder's Magebane, if any), and allows the effect to apply to any magic wielding creature, whether their power is Arcane or Divine in nature.
-[X] Special Ability: +1 Fortuitous
-[X] Special Ability: +2 Wounding
-[X] Special Ability: +3 Cursespewing
-[X] Special Powers: 3/Day
--[X] Miser's Bane: KAPOOF
--[X] Life Theft: The weapon gains the Wrathful Healing enchantment for 10 rounds, healing the wielder for half the damage inflicted by Oathkeeper, up to their maximum Hit Points.
--[X] Mage Bane: On landing a critical hit on a creature with spells or spell-like abilities the sword can steal one use of an unused spell or spell-like ability of up to (Wielder's HD/2) level if the foe fails a Will save of (10 + Wielder's HD/2 + Wielder's BAB/2). The sword can either cast the spell on the wielder (including Self-only spells), release it as if was Spell Stored on it (regardless of spell level), or consume it for (spell level/3) more charges.
--[X] Caster Level = Wielder's HD

@Goldfish your thoughts on Cursespeweing?
 
By channeling Greater Dispel on a full attack?
That is a very insane reading of the ability. Channeling a spell during a Full Attack does not mean the spell hits every time. It hits once. It can hit more people then one by using Cleave or other feats that allow you to attack multiple people, but at no point is implied that the same spell acts multiple times.
Read above and be reasonable, then.
Fair warning: Digging your heels in and being insulting to me will have markedly less great results then it did with DP.
 
History and flavor makes swords not generic.

Not crazy abilities. Crazy abilities are for fun, and thats what they should be for.
 
@DragonParadox, feel free me to overrule me on this, but here is my proposal:

Oathkeeper is considered to have the following effects:
+3 Bonus
+1 Searing Flaming (the extra cost of Searing was paid in Viserys HP)
+5 for all the other abilities, under the stipulation that they will henceforth share the same 3 uses per day instead of each ability having 3/day
Current Total: +9

As Oathkeeper is VS, it can go to a total of +12, though the cost of the upgrade will be the difference between a +9 and a +12 weapon.

How about 5/day for all three abilities?
 
That is a very insane reading of the ability. Channeling a spell during a Full Attack does not mean the spell hits every time. It hits once. It can hit more people then one by using Cleave or other feats that allow you to attack multiple people, but at no point is implied that the same spell acts multiple times.

That is pretty much how rolled things since back in the day when he was using shocking grasp, it's still only one spell that can be discharged once.
 
@DragonParadox, feel free me to overrule me on this, but here is my proposal:

Oathkeeper is considered to have the following effects:
+3 Bonus
+1 Searing Flaming (the extra cost of Searing was paid in Viserys HP)
+5 for all the other abilities, under the stipulation that they will henceforth share the same 3 uses per day instead of each ability having 3/day
Current Total: +9

As Oathkeeper is VS, it can go to a total of +12, though the cost of the upgrade will be the difference between a +9 and a +12 weapon.
I would honestly rather break Oathkeeper to get Viserys HP back and just craft Richard something new from scratch than use this.
 
@TotallyNotEvil I don't like Cursespewing. The DC is kinda wimpy. Here is my latest proposal, sans Miser's Bane. I can live with that.

[X] Oathkeeper Upgrade (Currently: +3 Enhancement, +1Searing Flame, w/+1 additional Enhancement bonus due to Valyrian Steel special nature)
-[X] Enhancement Bonus: Increase to +5
-[X] Special Ability: +1 Magebane (stacks with wielder's Magebane, if any), and allows the effect to apply to any magic wielding creature, whether their power is Arcane or Divine in nature.
-[X] Special Ability: +1 Bloodstone (Vampiric Touch exclusive Spell Storing effect, automatically Empowered)
-[X] Special Ability: +1 Fortuitous
-[X] Special Ability: +2 Wounding
-[X] Special Powers: 3/Day
--[X] Life Theft: The weapon gains the Wrathful Healing enchantment for 10 rounds, healing the wielder for half the damage inflicted by Oathkeeper, up to their maximum Hit Points.
--[X] Mage Bane: On landing a critical hit on a creature with spells or spell-like abilities the sword can steal one use of an unused spell or spell-like ability of up to (Wielder's HD/2) level if the foe fails a Will save of (10 + Wielder's HD/2 + Wielder's BAB/2). The sword can either cast the spell on the wielder (including Self-only spells), release it as if was Spell Stored on it (regardless of spell level), or consume it for (spell level/3) more charges.
--[X] Caster Level = Wielder's HD
 
Can we all take a deep breath for a moment?

I think... What exactly are we trying to make this sword do/be exactly?
 
Ok I think it's fair to just stop the discussion right now so we can all come back to it with a clear head and hammer out a compromise later.

What do you say @Azel?
The last thing I want is an argument. I just want to present acceptable options.

If we've never even used Miser's Bane, then I'm fine removing it entirely.
 
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I literally proposed something without the apparently problematic dispelling abilities in this page.

I would love a compromise, but right now I'm looking at the discussion and I'm seeing a train-wreck waiting to happen. I would rather not come back in the morning to the aftermath, maybe I'm overacting because of recent troubles in the thread, but the idea of having a serious argument over something so minor when there is major narrative conflict and character growth on the horizon is just... depressing.
 
It would be stupid powerful with no DC, but a DC 15 Will save is just too low, IMO.

Magic Weapon Abilities - Cursespewing
There's a MiC update. It triggers only on a crit.

CURSESPEWING Price: +3 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: —

A barely perceptible dark glow surrounds this weapon. Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a –4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. Multiple strikes aren't cumulative with one another
 
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