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Swords of Our Fathers

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By JD Wiker, co-author of the Star Wars Roleplaying Game and the d20 Menace Manual.
Interrior and cover art by Clarence Harrison.

Epic tales are filled with mythic figures and their mighty blades. The fates and fortunes of these bold heroes are irrevocably entwined with the enchanted weapons they carry ever at their sides.

Magic swords in d20 System games are usually temporary tools, but Swords of Our Fathers gives player characters a reason to hang on to their magic weapons. The magic blades in Swords of Our Fathers offer minor powers to any wielder, but grant their better abilities to those wielders who take one of four new prestige classes: the sword scion classes. The wielder unlocks new abilities of the weapon by advancing in the weapon's associated prestige class. In short, the prestige classes reward the player for keeping a weapon.

Swords of Our Fathers includes:

  • Fifteen new magical weapons, including thirteen swords such as the Sword of Kings and Draakhoorn, the Dragon’s Doom.
  • Four new prestige classes that allow characters to access the special abilities of legendary weapons: the battleblade scion, spellblade scion, faithblade scion, and swiftblade scion.
  • Guidelines for how to incorporate these powerful blades into your own campaign.

 

Swords of Our Fathers is a 41-page PDF for players and DMs, covers not included. For free download of the cover, please visit The Game Mechanics website. There, you can also find Mother's Venom, a free legendary sword not found in Swords of Our Fathers. You can also find guidelines on how to create your own legendary weapons.

About the Author: JD Wiker is a former Wizards of the Coast RPG R&D staff member whose credits include work on the Star Wars Roleplaying Game and the Alternity line, particularly the Dark*Matter campaign setting.

Requires the use of the Dungeons & Dragons®, Third Edition Core Books, published by Wizards of the Coast, Inc.


The Artifacts of the Ages Series

The Artifacts of the Ages Series is an innovative system examining new ways to treat magic items. Magic items in d20 System games are usually temporary tools. A player character gets a magic axe or ring, uses it for a few levels, then sells it off when a better one comes along. But wouldn't you like your character to have truly powerful weapons like King Arthur's Excalibur, like Sting, and Glamdring from The Lord of the Rings, or like Stormbringer and Mournblade from Michael Moorcock's Elric novels?

Swords of Our Fathers
Fantasy fiction is replete with swords that heroes wield throughout their epic careers. So why is it that d20 game characters are changing weapons every three or four levels? This book features four new prestige classes, a weapons rack worth of legendary swords, and rules for creating weapons that are designed to stay balanced as characters advance from 1st to 20th level and beyond.
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Staves of Ascendance
Staves and rods are pretty much disposable items in a d20 System game, right? Wrong! This book features four new prestige classes plus rules for creating truly wondrous magical staves that grow in power as the wielder does. It also includes over a dozen sample staves and rods for use in your fantasy d20 System game.
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Artifacts of the Ages: Rings
Some of the most well-known and powerful artifacts of fantasy are not weapons, but adornments. The artifacts of legend and lore often take the form of a simple band of metal, or the crown of a line of kings. Artifacts of the Ages: Rings contains more than 25 ancient artifacts that grow in power as their wielders do, rules for their use, and rich story ideas that will help you introduce the items into your own fantasy d20 System campaign.
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Artifacts of the Ages: Legendary Weapons
This sourcebook works with the legendary weapon rules found in Swords of Our Fathers or Staves of Ascendance. It contains a new selection of legendary weapons contributed by industry luminaries and friends of the Mechanics, plus some new optional rules for weapon scions. The weapons come with a rich histories, levels of developing powers, and plot hooks to help GMs introduce them into fantasy campaigns.
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Reviews
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February 18th, 2005
Now a character can have a cool sword that the character earns. It gets more powerful as he does. No more need to replace your sword when you need a better one (it just doens't "cut it" anymore). LIKED: An interesting way to earn [...]
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July 28th, 2004
An original and innovative way to enable the introduction of artifacts into a low-level game and allow the character to develop the powers of their magical swords as they themselves grow in power. Gives plenty of examples of how to do this, which in turn [...]
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May 20th, 2004
I liked this product a lot ... it is very creative and complete! [...]
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March 28th, 2004
Very useful product. I look forward to using this in a campaign soon:) [...]
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March 15th, 2004
Quite useful product, if a little vaguely demonstrated. More examples of swords would have been helpful. [...]
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Product Information
Gold seller
Edition
1.0
Publisher Stock #
TGM-1001
File Size:
1.87 MB
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Original electronic
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File Last Updated:
January 28, 2003
This title was added to our catalog on January 28, 2003.
Publisher Info
The Game Mechanics
The Game Mechanics
Publisher Average Rating