As a wolf, my teeth are the weapon.
As a wolf, my teeth are the weapon.
A deck of many things and the ability to throw cards like shuriken.
Always like Oathblade. Usable and handy from 20-30 with sentience.
My take on "the grind": https://www.ddo.com/forums/showthrea...=1#post6220972
Ordinary humans have inhibitions that serve as a buffer against what we know is bad behavior.
However, some people, by blaming others for their own bad behavior, develop a thought pattern that allows them to override self-control in order to achieve a selfish end.
- My opinion on exploiters and cheaters blaming SSG for unfair punishment.
a cat
A Rapier.
It's how i began my 1st life, and how i ended it, before TR existed.
It felt versatile, and being Piercing damage helped against many of the unusual enemies.
Sheesh, the very first great axe, at least it will be used asap.
I play three types of characters mostly rangers, then artificers, then warlocks. Since you always need something to hit that ranged targeting lever in some dungeon or other with something that would activate it... I would choose the following:
So for a ranger a composite longbow, for the artificer a heavy repeating crossbow, and for the warlock cuff-links of blasting. The bows, and the arrows/bolts they shoot, would scale in power with the character as it levels. The bows (long/X) would shoot force arrows/bolts that they would generate on their own. (No spell needed to create ammo. Great for a ranged fighter character. But why would you want to build one of those?) Every two levels of character advancement the bow would get a +1 to hit/damage and a capability would be added to the bow (bludgeon, ghost touch, silver, elemental (choose one), cold iron, multiple arrows for the longbow (in addition to the multi-shot chance both would get), etc. Maybe even a trick shot like "bind target" that would work on bosses every 5 levels? The critical hit/damage would similarly scale with level as well. So while you might be pew-pewing you hit harder and harder as you level and with less resistances to your arrows/bolts. This permits the character to remain a force to be reckoned with using the same weapon they started with. [Ever see the D&D cartoon series? If you did (and remember it), then I'd like to see a bow that would behave like that ranger's bow.]
The cuff links of blasting would enable eldritch blasts to interact with physical objects (i.e. those ranged targets mentioned), add some additional range, some resistance neutralizing buffs (i.e. ghost touch), and provide a boost to spell power and spell points that scales with level.
Although... having a character possessing a quick and piercing wit as a natural, level scaling, weapon would be pretty cool and kinda fun.... "Ooo, that nasty play on words just got the victim's ire up and their companions laughing at them. The victim and its companions begin to fight one another... +X sneak attack and to hit/damage (where X equals level +1) for 30 seconds." That would be a REALLY great weapon. :-)
Last edited by AMADHA; 09-23-2019 at 12:34 AM.
A Great Crossbow with damage at least 20. One of the most versatile weapons, at least of the ones I have used. Being able to pot a enemy from a distance is good for my health.
A mundane non-masterwork club, for the challenge.
Epic Chimera's Fang with mark of the sentinel (dual wielded on a Pally...but then that would be two weapons) on a SnB Pally, I just wish they would spend some time updating the old epic weapons.
Dennis the Peasant: Listen. Strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
New Dorris
My green Steel pudding making heavy repeating crossbow. My character has 3 Druid past lives and takes the augment summoning feat so it makes some pretty tough puddings!
My sentient Morninglord scepter. I wish I could change the voice gem but I have invested too much xp into it.
The Broccoli Smasher is always fun
I prefer monks and you cannot really see much about the handwraps so I feel a little cheated there. Maybe a wizard splash with glowing hands would be my choice.
Firstly, here's to hoping next Chronicle announces a crafting experience boost!
If my character could have only one weapon.........
It would have to be a weapon that doesn't yet (And would likely never) exist and it would have to be a weapon that would level with me.
I'd have a Ruby Of The Endless Night and a Meteoric Star Ruby slotted into it
Illegitimate Son Bastard Sword
Minimum Level: 1
- +1 enhancement bonus
- vorpal: On a Vorpal Strike: If your target has fewer than 1000 hit points, it is instantly slain. If your target has above 1000 hit points, it takes 100 damage.
- Lesser Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1D3 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 15 temporary hit points that last for one minute or until depleted by incoming damage.
- Wounding: A wounding weapon does 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- Orange Augment Slot
- Red Augment Slot
Illegitimate Son Bastard Sword
Minimum Level: 5
- +2 enhancement bonus
- vorpal: On a Vorpal Strike: If your target has fewer than 1000 hit points, it is instantly slain. If your target has above 1000 hit points, it takes 100 damage.
- Lesser Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1D3 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 15 temporary hit points that last for one minute or until depleted by incoming damage.
- Wounding: A wounding weapon does 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- Cursespewing: On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 1 to 6 damage every two seconds for a duration of twelve seconds.
- Orange Augment Slot
- Red Augment Slot
Illegitimate Son Bastard Sword
Minimum Level: 9
- +3 enhancement bonus
- Vorpal: On a Vorpal Strike: If your target has fewer than 1000 hit points, it is instantly slain. If your target has above 1000 hit points, it takes 100 damage.
- Lesser Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1D3 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 15 temporary hit points that last for one minute or until depleted by incoming damage.
- Insatiable Vampirism 1: This weapon is so bloodthirsty that it not only drains life on hit, but it does so at a little extra cost to the target (Vampirism 1 effect and 1 Constitution damage dealt to the enemy struck). Additionally, while in reaper mode this form of vampirism receives less of a penalty
- Cursespewing: On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 1 to 6 damage every two seconds for a duration of twelve seconds.
- Orange Augment Slot
- Red Augment Slot
Illegitimate Son Bastard Sword
Minimum Level: 13
- +5 enhancement bonus
- Gem Maker: Passive: +0.5[W].
On a Vorpal Strike: If your target has fewer than 1500 hit points, it is instantly slain. If your target has above 1500 hit points, it takes 150 damage. Enemies killed by this effect have their soul sealed into a soul gem without any saves (Trap The Soul type effect)- Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1D3 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 35 temporary hit points that last for one minute or until depleted by incoming damage.
- Insatiable Vampirism 2: This weapon is so bloodthirsty that it not only drains life on hit, but it does so at a little extra cost to the target (Vampirism 2 effect and 2 Constitution damage dealt to the enemy struck). Additionally, while in reaper mode this form of vampirism receives less of a penalty
- Improved Cursespewing: On a natural 20 attack, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while this curse is active will extend the duration by another 12 seconds.
- Orange Augment Slot
- Red Augment Slot
Illegitimate Son Bastard Sword
Minimum Level: 20
- +6 enhancement bonus
- Gem Maker: Passive: +0.5[W].
On a Vorpal Strike: If your target has fewer than 1500 hit points, it is instantly slain. If your target has above 1500 hit points, it takes 150 damage. Enemies killed by this effect have their soul sealed into a soul gem without any saves (Trap The Soul type effect)- Improved Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1D6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 75 temporary hit points that last for one minute or until depleted by incoming damage.
- Insatiable Vampirism 3: This weapon is so bloodthirsty that it not only drains life on hit, but it does so at a little extra cost to the target (Vampirism 3 effect and 3 Constitution damage dealt to the enemy struck). Additionally, while in reaper mode this form of vampirism receives less of a penalty
- Improved Cursespewing: On a natural 20 attack, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while this curse is active will extend the duration by another 12 seconds.
- Orange Augment Slot
- Red Augment Slot
Illegitimate Son Bastard Sword
Minimum Level: 24
- +9 enhancement bonus
- Improved Gem Maker: Passive: +0.5[W].
On a Vorpal Strike: If your target has fewer than 1500 hit points, it is instantly slain. If your target has above 1500 hit points, it takes 150 damage. Enemies killed by this effect have their soul sealed into a soul gem without any saves (Trap The Soul type effect)- Improved Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1D6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 75 temporary hit points that last for one minute or until depleted by incoming damage.
- Insatiable Vampirism 4: This weapon is so bloodthirsty that it not only drains life on hit, but it does so at a little extra cost to the target (Vampirism 4 effect and 4 Constitution damage dealt to the enemy struck). Additionally, while in reaper mode this form of vampirism receives less of a penalty
- Improved Cursespewing: On a natural 20 attack, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while this curse is active will extend the duration by another 12 seconds.
- Orange Augment Slot
- Red Augment Slot
this would be the form it would take once I'd reach level 28
Illegitimate Son Bastard Sword
Minimum Level: 28
- +15 enhancement bonus
- Legendary Gem Maker: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 3000 Hit Points, it is instantly slain. If the target has above 3000 Hit Points, it takes 300 damage. Enemies killed by this effect have their soul sealed into a soul gem without any saves (Trap The Soul type effect)- Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage. (This temporary hitpoint effect does not stack with Bloodfeast or Legendary Affirmation)
- Insatiable Vampirism 4: This weapon is so bloodthirsty that it not only drains life on hit, but it does so at a little extra cost to the target (Vampirism 4 effect and 6 Constitution damage dealt to the enemy struck). Additionally, while in reaper mode this form of vampirism receives less of a penalty.
- Legendary Cursespewing: On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -10 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 25 to 65 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is still active will extend the duration by another twelve seconds.
- Orange Augment Slot
- Red Augment Slot