Weapon Idea: Verdantwalker's Blade

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Choofed
Posts: 129
Joined: Thu Mar 25, 2021 3:31 am

Weapon Idea: Verdantwalker's Blade

Post by Choofed »

So a suggestion got turned down recently for adding grip of night to the ranger recently here:

viewtopic.php?f=95&t=47276

In the thread the author made the point that while their arguments might make sense the themeing was off. I'm attempting to rectify this since I think they make some compelling points.

Right now decent chunks of rangers offensive capacity is tied behind their animal companion combo, especially deep ranger. With this in mind the ability to 'ghost walk' with it would massively increase the usability and decrease the finicky nature of working with a companion. It's already micro-intensive enough to associate tool manage it. You really do have to play like a sweat and even then you get awkward pathing issues. Being able to step through it, a feature which anyone with UMD already gets due to grip of nights low requirement seeing it in the hands of nearly every spellcaster and the off hand choice of most flanking type characters doesn't seem that abnormal. You also would still be making the tradeoff of losing offhand weapon attacks with a more potent weapon option to have better synergy with your animal companion instead.

So I propose a weapon idea here, for consideration for the team:

Verdantwalker's Blade
Dagger
Enchantment Bonus: +4
Skill Bonus: Animal Empathy +2
Skill Bonus: Concentration +2
Special : Ghost Walk (Allows you to move through enemies.)
1 Spell/Day: One with the Land, CL7 (Scroll equivilent I believe at that CL.)
Use Limitation: Class : Ranger
Use Limitation: Class : Druid
Use Limitation: Class : Shaman
Espruar Rune, Tier 3

Description:
Fashioned after a design that beckons back before the fall of the first court of the fey, where in that pre-history navigation of the verdant forests surrounding Gwn Glas was a challenging ordeal. While this derivative lacks the potency of the vibrant and whimsical magic of the fey of that ancient era it still resonates with a hint of the magic that would have allowed one to freely navigate around the verdant expanse of those primordial woods, and it's denizens.

Recipie:
2 Ingot (Adamantine)
2 Ingot (Greensteel)
1 Mithral Dust
1 Uvarovite
1 Scroll (One with the Lane)
1 Scroll (Faerie Fire)

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