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Nataraja (3.5e Equipment)

Revision as of 23:07, 9 December 2012 by Luigifan18 (talk | contribs) (Nataraja: Grammar check)
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Author: Eiji-kun (talk)
Date Created: 3-20-11
Status: Complete
Editing: Mechanical changes on Talk please.
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Nataraja

The Nataraja uses the Functional Weapons of Legacy variant rule.

Nataraja
Price: 2315 gp
Body Slot: Held
Caster Level: 20th
Aura: Strong Universal (DC 30)
Activation: See Text
Weight: 5 lb

This scimitar is light and easy to use, with a perfect curve and a pale gray shimmer that makes it look like a sliver of the moon itself. The pommel has a brass ring which chimes with perfect note on every critical blow. Just holding it makes you feel like the weapon will dance from your hands at any moment.

The Nataraja is the signature weapon of legacy of the Dancing Goddess discipline, yet its origins are unknown. It has been claimed by many owners, but no one is certain when the blade first appeared. It was believed to have been a gift from the gods themselves to a dedicated unknown high priest integral in collecting the works of the discipline into one. It starts out as a +1 scimitar which is so easy to use that it may be treated as a light or a one-handed weapon. However, as various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are performed when unlocking this weapon's power. They must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level prerequisites). Rituals cost gold (in the form of feeding the weapon raw materials) and xp, with an additional prerequisite. Once the 1st level ritual is unlocked, the sword displays its omen effect. You can take time out and spend 8 hours bringing the weapon to the next level once you have the prerequisites.

Nataraja is a unique magic item, on its way to becoming an artifact. While it has a price, it cannot be completely destroyed. If reduced to 0 hp, it instead falls inert in a broken condition, and unable to be used until repaired, but is not destroyed as items usually are. It is treated as an artifact against the effects of mage's disjunction.

Omen: When wielded, the user has a mandala of flames appear behind their head like a halo, marked with an everlasting dance of various runes. Though impressive, the effect is illusory, and may be suppressed or revealed as a swift action.

1st Ritual (The Preserver)

Balanced Blade: If holding a second weapon in conjunction with Nataraja, you gain a +1 shield bonus to AC, plus an additional +1 for every point of enhancement bonus of the weapon. If you use the second weapon, you lose your shield bonus to AC unless you have the Improved Shield Bash feat.

Combat Expertise: The user gains the benefits of the Combat Expertise feat while wielding this weapon. If they already have the feat, they can take an additional -5 penalty and gain an additional +5 benefit to AC.

Dazzling Blade: As a swift action, you can reflect a glint of light off the sword into the eyes of an opponent within 30 ft, rendering them dazzled for 1 minute if they fail a Will save, DC 10 + 1/2 HD + Dex. You must have a source of bright light, and cannot perform this in shadowy illumination or darkness.

Prerequisites: Perform (Dance) 6 ranks, must be attacked at least four times in a single round against enemies of your CR or greater, and all four attacks miss.

Cost: 2,000 gp, 80 xp.

2nd Ritual (The Destroyer)

Agni's Fire: The weapon deals an extra 1d6 points of fire damage. This stacks with the Flaming enhancement.

All Destroying: The weapon can now bypass any alignment-based damage reduction.

Variable Bonus: The enhancement bonus on the weapon is improved to +2. By spending 1 hour in meditation, you can switch out the enhancement bonus on the weapon for any weapon special abilities on a 1 for 1 basis. The blade must always have a minimum +1 enhancement bonus.

Prerequisites: Perform (Dance) 9 ranks, must completely destroy the body of an opponent of your CR or greater by slaying it, destroying any items it possessed, and burning the body or otherwise rendering it ineligible for raise dead.

Cost: 8,000 gp, 320 xp.

3rd Ritual (The Creator)

Holy Dance: Whenever you use a maneuver from the Dancing Goddess discipline, you heal a number of hit points equal to the level of the maneuver.

Water of Creation: You may use create water as the spell as a swift action, at will. Caster level is equal to your character level.

Variable Bonus: As previous, but the enhancement bonus on the weapon is improved to +3.

Prerequisites: Perform (Dance) 12 ranks, craft at least 3000g worth of anything, either with crafting feats or craft skill checks.

Cost: 18,000 gp, 720 xp.

4th Ritual (The Endless Dance)

Dash: You gain an extra +10 ft to your movement speeds while wielding this weapon.

Speed: The weapon automatically benefits from the Speed enhancement.

Variable Bonus: As previous, but the enhancement bonus on the weapon is improved to +4.

Prerequisites: Perform (Dance) 15 ranks, must put on a dance performance for at least 100 people and get a result of 30 or more on the Perform (Dance) check.

Cost: 32,000 gp, 1,280 xp.

5th Ritual (Defeat of Apasmara)

Eye of God: A third eye appears on your forehead. Whenever it is open, you benefit from improved uncanny dodge of a barbarian of your character level.

Seek Truth: You can cast true seeing 3/day.

Beyond Strike: Nothing of this world is eternal. You can critical and sneak attack anything, be they magically or racially immune.

Variable Bonus: As previous, but the enhancement bonus on the weapon is improved to +5.

Prerequisites: Perform (Dance) 18 ranks, must singlehandly defeat four creatures, one of each subtype ([Good], [Evil], [Lawful], and [Chaotic]), with a CR of at least your character level -3. The creatures do not need to be defeated at the same time, or even in the same encounter.

Cost: 50,000 gp, 2,000 xp.

Prerequisites: N/A.
Cost to Create: Unique item, cannot be created.



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