Mater Diana and The Twins of the Hunt (3.5e Equipment)

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Author: the bluez in the dungeon (talk)
Date Created: 24/02/2021
Status: Complete
Editing: Clarity edits only please
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Mater Diana and The Twins of the Hunt[edit]

Mater Diana and The Twins of the Hunt use the Functional Weapons of Legacy variant rule.

Mater Diana and The Twins of the Hunt
Price: 24.715 gp
Body Slot: Held
Caster Level: 20th
Aura: Strong Universal (DC 30)
Activation: See Text
Weight: 3 lb/0,4 + 0,4 lb

The composite longbow is made out of white wood of high quality, that exudes mystical energies, covered in fine runes and hunting scenes. Its extremities are coated with a strange, resin-like material, that shines like metal under light, but is quite dark and semi-transparent. The handle is wrapped in fine leather, simple but very well-worked. With a thought, the bow may be transmuted in two beautiful scimitars, made not from metal, but with the same resin material described before. They are very rigid and thin, making the lightest touch risky when handling these two weapons. Their hilts are covered in the same strips of leather as the bow's handle.

Mater Diana and The Twins of the Hunt is the signature weapon of legacy of the Ars Venatoria discipline, originally the weapon of its founder Drugilde, Huntress of Whitewood and since passed down from headhunter to headhunter. It starts out as a +1 bladebow, made combining one +1 composite longbow (+1) of worldwood with two +1 scimitars of ysmerite. However as various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are to be performed, they must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level pre-requisites). Rituals cost gold (in the form of feeding the weapon raw materials) and xp, with an additional pre-requisite. 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 pre-requisites.

Mater Diana and The Twins of the Hunt 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.

Bonuses from the rituals may apply in both forms, on the bow only or only on the two scimitars.

Omen: When in form of the bow, the weapon glows faintly if held, light surging slowly from the handle to the two extremities, emphasizing the runes. When in scimitar form, the weapons become tinted with red in presence of the favored enemy of the handler, if it has the feature. In both forms, those who hold it hear the faint whispering of the headhunters that came before and used Mater Diana and The Twins of the Hunt.

Mater Diana[edit]

+1 Worldwood Composite Longbow (Str +1)

  • Martial Two-Handed Projectile
  • Size: Medium
  • Critical: 19-20/x3
  • Range Increment: 165 feet (50 meters)
  • Type: Piercing
  • Hardness: 7
  • Damage: 2d6+3
  • Weight: 3 lb
  • Hp: 15

Despite being a bow of worldwood, the user may meet the Strength minimum with its Dexterity score instead, if it wants to. The bonus from being composite is still binded to the Strength score. The weapon counts as adamantine for the purpose of bypassing damage reduction and hardness.

Twins of the Hunt[edit]

+1 Ysmerite Scimitars

  • Martial One-Handed Melee
  • Size: Medium
  • Critical: x4
  • Range Increment: —
  • Type: Slashing
  • Hardness: 22
  • Damage: 1d6
  • Weight: 0,4 lb
  • Hp: 130

These weapons count as adamantine for the purpose of bypassing damage reduction and hardness. They are immune to acid and electricity damage, quarter from cold, half from physical and full from fire and sonic damage.

1st Ritual (The Hunt Begins)[edit]

Hunter Archer (bow only): The bow confers the favored enemy feature of a 1st level ranger, against one type of creature. A character that already has the feature may gain another favored enemy or increase the bonus of one of its existing ones. The bonus increases as for a 5th level ranger and again for a 10th level ranger when the 3rd and 5th ritual are performed. The type of feature may be changed each day, by offering a part of the creature to the bow.

Cutting Edge (scimitars only): The scimitars become keen, increasing their threat range to 18-20/x4 and confer a +5 bonus to confirm critical hits. This enhancement do not stack with the keen weapon ability or similar effects. Treat both scimitars as light weapons for the purpose of two-weapon fighting or for the Weapon Finesse feat.

Pre-Requisites: BAB +3, must have tracked down and killed a specific creature with CR equal or superior to your class level. If the wielder has the favored enemy feature, the creature must be one of its favored enemies.

Cost: 2000 gp, 80 xp

2nd Ritual (Tracking the Prey)[edit]

Run and Slash (scimitars only): You may make two attacks, at your highest attack bonus, one for each scimitars, while taking one move action to move. These attacks may be against any opponents in range, even if they are two different ones. If you have the Improved Two-Weapon Fighting feat, you may make two additional attacks while moving, and another two if you have the Greater Two-Weapon Fighting feat. All the normal penalties for two-weapon fighting apply.

Strained Bow (bow only): The weapon automatically adjusts to adapt to the Strength bonus of the user, increasing or decreasing its maximum to prevent any penalties and maximize efficiency.

Variable Bonus: The enhancement bonus on the weapon improves 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 scimitars and the bow are all treated as separate weapons for this feature and the scimitars must remain at a bonus equal to the bow bonus - 1. The weapon must always have a minimum +1 enhancement bonus.

Pre-Requisites: BAB +6, must have tracked down and killed two other creatures of the same type as the first and in the same conditions, or any other of your favored enemies.

Cost: 8000 gp, 320 xp

3rd Ritual (Reaching the Prey)[edit]

Interchangeable Bladebow: You may transform the weapon bewtween the two forms as a free action, even in the mid of an attack. This feature does not allow you to make more attacks than you could do in a single turn, nor you may make more attacks with each single weapon than those you can already do. You may do it even as an immediate action to make an attack of opportunity (or more if you have the Combat Reflexes feat). While using this effect the range of the bow is 30 feet (9 meters).

Mist of the Wilderness: You may replicate, at will, the spell fog cloud as a spell-like ability, with your character level as caster level. The duration is 1 minute and you may not have more than three fog cloud active at the same time, as the first one disappears when you use it one more time. You see normally inside the mist you create.

Variable Bonus: As previous, but the enhancement bonus on the weapon improves to +3 (or +2 for the scimitars).

Pre-Requisites: BAB +9, must survive in the wilderness for a week without any help.

Cost: 18,000 gp, 720 xp

4th Ritual (Nock the Bow, Sharpen the Blades)[edit]

Clawing Blades (scimitars only): Every two hits you score with your blades to the same enemy you inflict 1d4 + your Dexterity modifier of extra damage.

The Longest Shot (bow only): One time per Dexterity modifier per day, you may shoot an arrow from the bow, as a full-round action, with double your range increment without any penalties. You may shoot the arrow farther, with one range of penalty less than normal. Apply any bonus to the base range increment before calculating this effect.

Variable Bonus: As previous, but the enhancement bonus on the weapon improves to +4 (or +3 for the scimitars).

Pre-Requisites: BAB +12, must craft a masterwork item made from a creature of the previous tipe, or a favored enemy, killed with the bladebow.

Cost: 32,000 gp, 1280 xp

5th Ritual (Mother of the Hunt)[edit]

Sight of the Mother: You see normally while inside any kind of mist or fog. Once per day you may replicate the spell scrying against one specific creature that you are searching for, or any specific creature that is one of your favored enemies. In this last case, you add your damage bonus from favored enemy to the save DC against the scrying.

Grace of the Mist: One time per Wisdom modifier per day (minimum 1) you may replicate the spell dimension door, but you may only move between mists or fogs, magical or natural, starting from one mist and exiting from another one. While inside the mist you know if there are any location in range available for this feature.

Variable Bonus: As previous, but the enhancement bonus on the weapon improves to +5 (or +4 for the scimitars).

Pre-Requisites: BAB +15, must travel to the forest of Whitewood and search for the spirit of Drugilde to obtain her blessing.

Cost: 50,000 gp, 2000 xp

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



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the bluez in the dungeon's Homebrew (739 Articles)
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Authorthe bluez in the dungeon +
Body SlotHeld +
Cost24.715 gp +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA weapon of legacy bladebow used by the founder of the Ars Venatoria discipline. It's a bladebow: at the same time a bow and two scimitars, the tools of the hunt. +
TitleMater Diana and The Twins of the Hunt +