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Weapons of

the Warrior

February 20th, 2013

Alex Riggs

Magic Market Archive

            As the banner to my right has probably already informed you, we recently released a great new book, called A Necromancer’s Grimoire: The Book of Martial Action, which is devoted to making martial characters (that is, barbarians, fighters, rangers, rogues, and the like…basically everyone who isn’t primarily a spellcaster) more dynamic and interesting by providing them with access to special combat actions we’re calling martial techniques. If that sounds like your cup of tea, but you like to “sample” things before you rush off and buy them blindly, then you’ll be happy to know that yesterday’s article provides a selection of feats from the book, which should give you a pretty solid idea of how the book works, just in case you don’t want to gamble the whole $4.99 price tag.

            In any event, today’s article (as well as tomorrow’s, really) provides me with a rare opportunity. You see, when we were making A Necromancer’s Grimoire: The Book of Martial Action, we focused on making archetypes (over 8,000 words’ worth) and feats (over 50, which comes out to nearly 6,000 words). As a result, we didn’t have a ton of time for peripheral things like magic items that interacted with martial action points (the resource that fuels martial techniques). Now, if A Necromancer’s Grimoire: The Book of Martial Action is super-popular, we may make a sequel, and that sequel may have some magic items and things in it that work with techniques…but unless that happens, these three weapons will probably be your only source of magic items designed to work specifically with martial techniques and martial action points. So, here’s hoping that they’re to your taste.

 

 

Axe of Deadly Technique

Axe of Deadly Technique

            These +2 vicious battleaxes tend to make their way into the hands of powerful warlords, though it’s anyone’s guess as to whether that’s because the warlords find them particularly desirable, or whether the axe’s subtle magic twists any warrior who wields it into a bloodthirsty murderer. Whenever a living creature is reduced to 0 or fewer hit points by an axe of deadly technique, the weapon’s wielder gains 5 temporary martial action points. These temporary martial action points can be spent like normal martial action points, and do not count towards the maximum number of martial action points he can have in his martial action pool (if he has one), but they only last for one minute, or until spent. When one minute has passed, any of these temporary martial action points that have not yet been spent are lost.

            Additionally, as long as the wielder is holding the axe of deadly technique, he may spend 5 martial action points as a standard action. If he does, he can make a special Intimidate check. This functions as the demoralize aspect of the Intimidate skill, except that it affects each creature that the wielder designates that is within 30 feet, and any creature for whom the wielder’s Intimidate check exceeds the DC by 10 or more becomes frightened, instead of shaken (the duration is still increased by a higher result, as normal).

            None of the axe of deadly technique’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities.

 

 

Duelmaster's Blade

Duelmaster's Blade

            These +1 rapiers are prized by those who make a habit of fighting against warriors trained in the art of martial techniques, as they are capable of siphoning away some of the energy and effort spent on an opponent’s maneuvers, and using it to fuel the wielder’s own techniques. Whenever a creature within 30 feet of the wielder spends at least 3 martial action points, the wielder gains 1 temporary martial action point. This occurs each time that a creature within range spends 3 or more martial action points, so if a creature spent 3 martial action points twice in one round, the wielder would gain 2 temporary martial action points total, but if a creature spends 9 martial action points all at once, the wielder would only gain 1 temporary martial action point. The wielder cannot gain temporary martial action points in this way from the martial action points that he himself spends.

            These temporary martial action points can be spent like normal martial action points, and do not count towards the maximum number of martial action points the wielder can have in his martial action pool (if he has one), but they only last for one minute, or until spent. When one minute has passed, any of these temporary martial action points that have not yet been spent are lost.

            Additionally, as long as the wielder is holding the duelmaster’s blade, he can spend 4 martial action points as a standard action. If he does, he may immediately make a single melee attack with the duelmaster’s blade. If the attack hits, the wielder rolls damage as normal, but the target does not lose any hit points. Instead, he loses a number of martial action points from his martial action pool equal to the result of the damage roll. If the target does not have a martial action pool, he takes damage as normal.

            None of the duelmaster’s blade’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.

 

 

Sword of the Blademaster

Sword of the Blademaster

            These +2 longswords are popular amongst those devoted to mastering complicated martial techniques. They are often heavily decorated and ornamental, as it is not uncommon for such blades to be passed from a teacher to his student on the day when the student has mastered all of his lessons. As long as the sword of the blademaster is held in hand, the maximum number of martial action points that the wielder can spend in a given round is increased by 2, and the maximum number of martial action points that the wielder can have in his martial action pool at any given time is increased by 4. If the weapon’s wielder does not already have a martial action pool, he gains one, with the maximum number of martial action points he can have at any one time equal to 4, and the maximum number of martial action points he can spend per round equal to 2.

            Additionally, as a swift action, the blade’s wielder can spend 2 martial action points to grant the sword of the blademaster one of the following special abilities until the beginning of his next turn: defending, flaming, frost, keen, merciful, mighty cleaving, shock, or vicious.

            Some of a sword of the blademaster’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities. If its enhancement bonus is increased further, then some of its existing abilities improve as well: the number of additional martial action points that the wielder can spend each round is equal to the weapon’s enhancement bonus, and the amount by which the wielder’s maximum number of martial action points at any one time increase is equal to twice the weapon’s enhancement bonus. Similarly, the maximum numbers for the martial action pool that the wielder gains if he does not already has one are dependent on the weapon’s enhancement bonus.