Tuesday, September 22, 2009

The Fighter’s Ally (Magic Weapon Template)

Written by Justin Mason

The idea with this magic item template, is to enable the creation of a magical weapon that helps to balance the “higher-level gap” between combat related characters and spell-casting characters.

Traditionally, the solution to this problem is usually to just provide more powerful magical items to the player characters, but this can be quickly unbalancing as items are easily transferred from character-to-character.

The fighter’s ally template can be applied to virtually any weapon, and the magical power of said weapon is then entirely dependant on how much the wielder is willing to invest into it over time.

Skill-based Enchantment Bonus:

A fighter’s ally weapon gains +1 per (existing bonus) in skill points dedicated to its use.

This would result in requiring a total of 1 skill points for +1, 3 skill points for +2, 6 skill points for +3, 10 skill points for +4, 15 skill points for +5, 21 skill points for +6, 28 skill points for +7, etc.).

These skill ranks are considered class, and of course are limited to the character’s current max skill ranks. A maximum enchantment bonus can be applied to a templated weapon.

Weapon-specific Feats:

In place of taking a traditional feat, the character may instead take one of the following weapon-specific feats. These feats only effect the use of the templated weapon, and a templated weapon may or may not have all of the available feats listed below.

Focused Strike: Character learns how to more accurately strike with this weapon. +1 to critical range/weapon-specific feat taken. This weapon-specific feat may be stacked up to a maximum critical adjustment of +5.

Moral Attunement: Weapon becomes more attuned with the character. +1 against targets of opposing alignments. This weapon-specific feat may be stacked up to a maximum bonus of up to +5.

Elemental Fury: Weapon is granted +1d4 (elemental) burst upon successful critical hit. This can include: fire, cold, electricity, acid, and sonic. This feat may be stacked, and can be applied for multiple different types of elements. (i.e. a weapon could have a burst of 1d4 fire, 2d4 cold, and 1d4 electricity). Of course, depending on the game master’s desired results, this could be limited to fewer, or even just one element.

Guiding Force: Upon missing a strike, the character may opt to immediately re-roll the attack. Critical hits may not result from this re-rolled attack. A character may only use this weapon-specific feat once per round.

Premeditated Kill: Character must select one “favored enemy”, and for each instance of this weapon-specific feat taken, he or she will gain +2 to hit and to damage towards that favored enemy when using the weapon. This weapons-specific feat may be stacked up to a maximum bonus of +10 to specified enemy.

Of course, custom combinations and new weapon-specific feat ideas could be endless, and each weapon could be honed towards it’s specific type of combat.


  1. This template is a result of a line of thought that was inspired by this blog-comment conversation: http://apaladinincitadel.blogspot.com/2009/09/magic-weapons-in-d.html

  2. This is very ispiring.

    I like the idea of investing in the weapon, in order to improve its effectiveness.

    I need to think about how to translate this to a 0e game, since there are no skill points available to invest. Perhaps it the improvement in the weapon could be attached to the character's level?


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