As I stated in the original post, there were 51 different entries in this competition, and if you enjoy seeing some really creative ideas, the challenge thread is worth a read-through. As the self-appointed judge of the challenge, these were my favorites. Not all of them scored very high, but all of them are, in their own ways, awesome.
Contest Winner:
The Strongarm Lance, by Veknironth
Summary:8D6+12 to damage, +6 to parry, +4 to strike. Automatically strikes through armor, and has many special qualities (see below).
From the Compendium of Weapons, Armor, and Castles, the lance starts with a base of 3d6 damage, but this is a giant-sized weapon, making it 4D6 damage. It is made from Black Metal (forged from the cooled blood of Styphon, one of the gods of Dragonwright in Dragons and Gods), doubling its damage to 8D6. Forged by the master crafting dwarves of the Hex in the Eastern Territories (Northolme, specifically) and of high quality materials to begin with, its user enjoys both the natural bonuses from the compendium and double the standard dwarvish bonuses: +12 to damage, +6 to parry, and +4 to strike. Being principally made of Black Metal, it is lightweight and immune to non-magical damage. Its very tip is made from the cooled blood of Kym-nark-mar (Also in Dragons and Gods), giving it the ability to strike through any armor/AR while still damaging it, and the shaft of the weapon is coated in silver, allowing it to harm the undead. The guard of the weapon is forged from Gantrium (Northern Hinterlands) in a magic fire, and is therefore both indestructible and it doubles the P.P.E. recovery of its wielder. Additionally, this guard contains a small quantity of xanthine gems (also Northern Hinterlands), allowing the weapon to function as a rechargeable P.P.E. Battery. Its handle is made from a unicorn horn (which may also be a P.P.E. Battery and can be burned in a pinch to power a Wonder Power Circle, see PF2E), and the weapon is painted with holy symbols that repel both vampires (Western Empire) and faeries (Monsters and Animals). Finally, the weapon's shaft contains a series of holes that whistle as the weapon is lowered on the charge, an intimidating sound that is usually the last thing its victims ever hear.
Second Place and Honorable Mention:
The Shield of Everlasting Light, by Prysus (51 points)
The City of Kor, within the Yin-Sloth Jungles, suffered from a plague of Vampires. The Master Vampire leading the attack was a former Dwarven Runesmith. His former skills and training as a Runesmith allowed him to sense any rune weapon, holy weapon, and magic spells in the area. This allowed him to evade hunting parties, or even lead them into traps. With the city in great peril, the priests prayed to their gods for guidance. Finally, the gods of Dragonwright decreed that in exchange for the priests forging four holy swords, each named and dedicated to one of the Dragon-Gods, the four dragons would bestow upon them a weapon that can save them from their plight.
Upon the completion of the four holy weapons, the priests were granted a Lantern Shield with unusual properties. The shield was lightweight and able to cut through enemies unlike any other, yet held not magic. The lack of magic allowed the weapon to be used to approach the Master Vampire without alerting him to the impending doom approaching. A Titan Palladin was charged with the task. The hope was that by saving the town from the Vampires with the aid of the Dragon-Gods, that this would help bring in more followers to the Cult of Dragonwright and make it one of the greastest temple cities ever built!
Lantern Shield: 2D6, Giant Size (+1D6), Black Metal (x2; for 6D6 total).
Natural Bonuses: +1 on Initiative, and +3 to Parry.
Hexmaster: +4 to strike and +4 to parry, +6 to parry, and +8 to damage (using "Sword" bonuses). ((If possible, I'd also include the extra +2 to parry and strike, and +4 to parry for all four levels, and +6 to damage, +4 to damage, and +2 to damage for all four levels of damage. Depending on where you decide to draw the line. )).
Note: If allowable, I'd Hexmaster the shield separately using "Blunt" options. The picture in Compendium of Weapons & Armor (so I'm basing it directly off of a by the book image) indicates at least 3 spikes (two are designed for parrying, and one for attacking). They could get maxed as well. However, since these bonuses won't get factored into the point total, it's kind of pointless to mention.
Now we'll start to have some fun ...
The main sword is forged out of Black Metal and then coated in Silver. The black metal's damage isn't based on contact, so the silver shouldn't interfere. This makes it invulnerable to all but magic and lightweight, while the silver can hurt Vampires, Werebeasts, and others with a similar vulnerability.
One of the defensive spikes will be crafted from a unicorn horn. This could allow the user to draw upon the P.P.E. (while keeping it not magical itself). Note: The ability to draw on the P.P.E. is technically just for Beyond the Supernatural and Rifts. However, I can't find a logical reason it doesn't work in Palladium Fantasy, and it makes it more fun. Note: If it won't affect anything, silver coat this as well. This isn't needed, but will help keep a more consistent color theme than a mish-mash otherwise.
The gauntlet and shield will be made from Zandragal's blood. A suit of red metal armour would be impervious to damage (not vulnerability at all listed, not even to magic). At the very least, it would have S.D.C. x3 (which can be important since otherwise shields take damage). Note: The way I've personally always envisioned the ability to be invulnerable yet still have an S.D.C. rating is that the item can become bent and warped out of shaped, but the material itself is still intact. Therefore it just needs to get crafted back into place.
The other defensive spike is forged from White Metal. We don't know what this does, but as it's listed as more powerful I figure this should be worth at least one point (maybe more). Note: If it won't affect anything, silver coat this as well. This isn't needed, but will help keep a more consistent color theme than a mish-mash otherwise. Note: If it won't affect anything, silver coat this as well. This isn't needed, but will help keep a more consistent color theme than a mish-mash otherwise.
The attack spike (center shield, designed for bashing) is forged from Kym-nark-mar's blood. This allows it to cut through armour as if not there (though the armour still takes damage as well).
There is of course the ability to hold the lantern.
Across the center of the shield is emblazoned a Cross (the Kym-nark-mar's spike at the exact center, to add a bit of look, but since it's transparent won't affect the visual either) to help repel both Vampires, Faerie Folk, and others so held at bay by the symbol. Note: I do not believe that a Cross would be considered a "Mystic" symbol, but you might rule that it's akin to the Protection symbol. This design is to take advantage of a symbol that Vampires and Faerie Folk avoid due to their natures, not any magical properties or traits of the symbol itself. But may be removed if necessary.
The Cross would probably be painted in silver, giving the shield a very Silver and Red color scheme. This has no bearing on anything other than appearance.
And to further add to the munchkin the weapon out (I had avoided this initially on principle alone, but I had considered it):
On the knuckles of the gauntlet are four one (1) karate nuggets/stones (think the Infinity Gauntlet) made from Xanthine (20 P.P.E., all the better for that Palladin).
Disqualified, but awesome:
The Super Crazy Weapon, by Veknironth
Take a mace. Have the hex masters make it +4 to damage, which might be impossible as you read further, but perhaps +1 str/par (x2). The head of the mace is extra large, and hollow with a screw like a light-bulb. The glass bulb screws into the handle, which is made of red metal, so it's light weight and indestructible . Inside the bulb is packed fire sand from Yin-Sloth (YS p11). The packed fire sand does 2d4/ounce! I don't even care what the damage of the mace is, it only really matters how much fire sand is in that thing. The average mace is listed as weighing 4.5 lbs. So let's say the glass version has a bulb of half a pound. That would leave you with 4 lbs of fire sand. 4lbs of fire sand = 48 ounces of fire sand. That should be 2d4x48. So, that's 4x48=192 points of damage, on average. That's for an average mace. If it's giant-sized, who knows how much sand is in that bulb? I'd recommend having impervious to fire on the wielder, unless it's a Jotan. Oh, and it also knocks any creature of less than 10 feet on its butt (lose initiative and one attack/action).
Now, if that's not enough, you can take a little of the sand out and sprinkle in some white metal nails, which will be fired out as little projectiles that will slice through any armor. I'm not sure what the blast radius would be, but assuming the target survived the 190+ points of damage the flying nails would probably do an additional 1d4 damage. Once you use the bulb, you can screw another bulb onto the handle and go at it again. You could even make different bulbs for different targets. Throw in silver for supernatural creatures, for example. Hell, if you wanted you could forgo the handle and just smash the bulb onto the target, but you wouldn't get the strike bonuses.
Awesome Attempt to Work-Around-the Rules:
The Mind Shard, by Prysus
Zhardis, a Dwarven miner helping to excavate some old ruins in the Old Kingdom Mountains, uncovered an ancient treasure trove. Within this unsealed tomb rested all manners of Crystal Devices. He concealed his find so that he could keep the hoard all to himself. Now the question became what to do with them? If he used too many openly, he'd become a target. If he sold them all, then he couldn't benefit from their power. He hasn't figured out what to do with everything yet, but he's hatched a plan to use a few of the items and hopes that one day it'll develop enough to let him capitalize on the rest.
He's used his skills at crafting and his natural talents as a Dwarf, taken his time, and forged an expert blade. He's heard of master level smiths in the Eastern Territories, but that would involve telling others what he's up to. By doing the work himself, this allowed him to keep all of the work a secret. He's heard of master level smiths in the Eastern Territories, but that would involve telling others what he's up to. This blade is crafted atop of a relatively small Crystal Wand which he now uses as the hilt. He's also taken a Crystal Band and allowed it to contract around the wand to form nearly one piece. He's then wrapped the hilt in leathers to help conceal the crystal that lies beneath, with merely the base of the hilt extending and appearing more as decoration than its true nature.
Shotel: 1D8+2*
* This would beef up well with Giant Size and then Black Metal, but since I'm going story based I steered clear of those benefits.
Natural Bonuses: +2 on Initiative, +1 to Strike, and +1 to Parry.
Dwarven Craftsmanship: +2 to strike, +2 to parry, and +4 to damage.*
* I avoided Hexmaster for the same reason of story.
* Note: If I had ignored story and made it giant-sized, black metal, and hexmaster, that would be an extra 24 points. But I'm doing this one for fun, not for the points.
Natural Technique: The Shotel blades are specifically designed to attack around/over shields (Compendium of Weapons, Armour, & Castles; page 38).
Crafted Technique: The blade is coated in silver allowing it to damage Vampires, Werebeasts, and others with a similar vulnerability.
Powers of the Handle**:
1. Energy Wand: Energize Wand which allows it to do 2D6 damage, allowing the hilt to also serve as a separate (and rather unexpected) weapon.
2. Energy Wand: Energy Bolt for 4D6, 100 feet away, +5 to strike.
3. Energy Wand: Energy Field that inflicts 4D6 to everyone within a 9 foot radius.
4. Energy Wand: Sparkling Balls of Energy that do 3D6, 60 feet, +4 to strike.
5. Energy Wand: Call Lightning which is based on level, so stats can't be considered (but remains an alternate type of attack).
6. Energy Wand: Dome of Energy that creates a protective yet damaging solid dome.
7. Defender Band: Shadow Meld.
8. Defender Band: Mind Block.
9. Defender Band: Turn Invisible.
10. Defender Band: Basic Force Field.
11. Defender Band: Crystal Skin which is an impervious armor with "ALL" attacks hitting armor first (A.R. 20+).
Note: There is a note about Finger Bands needing to be worn all the time to benefit from effects. However, Crystal Bands are a slightly different category. Finger Bands, for example, only have 1 power while Crystal Bands have more. Also, the benefits need not apply while outside of combat, so he only needs to benefit from them while holding his Shotel.
** If I really wanted to push my luck, I'd try to put multiple bands onto the hilt for multiple powers. However, I decided to stick with the Finger Band restriction of a max of 2 (one on each hand). Since this is one weapon, I decided to count it as one hand, even though Crystal Bands can be worn around the neck, head, wrists, and fingers as well, and there is no clear restriction on the number of Crystal Bands.
Seeing as the Crystal Devices are being used as materials in a new weapon, they should be allowable (since you've already admitted they're NOT magic). They don't need to be created today any more than the smith needs to be able to create silver or god-blood. All that should be needed is that the materials are provided to craft the weapon design.
Awesome 2-in-1 entry:
The Saber of Armoth Helkamar, by Drewkitty
Armoth Helkamar was a frost giant that lived in the mountains that form the board between the lands of the damned and the Ophid's Grasslands. Commissioning a Dwarvish Master Weapons Smith to forge the saber out of the metals he supplied. Armoth had gained from the black suit of armor that some 'hero' was wearing when he came to his cave. Along with a large quartz crystal, and a pound of gold and silver that Armoth had been saving up from what other attacking 'heros' had on them.
What the weapons master produced was a saber gilded in silver and gold, with a simple studded Stirrup hand guard for the hilt. The Hilt handle is finished with Yellow Wood and the quarts crystal has been fashioned into a sphere pommel for the saber. The Weapons master also made a Scabbard made of the wood from a Oakstone tree, Banded with what metal from the suit of armor that was left from half that was not payment for the making of the weapons.
The Scabbard (club) and saber wear made as a paired set.
(weapons quality stats from Com of W,A,&Castles)
Base Saber stat's: Damage: 2D6 +1D6 for being Giant sized.
SDC: 95
Base bonuses for quality
Init: +2
Strike: +1
Parry: +2
Scabbard (Club) Stats: 1d8 +1d8 Giant sized
SDC: 70
Base bonuses for quality workmanship
Init: +2
Strike: +1
Parry: +1
Thrown: +1
Uber quality Dwarf manufacture (edged)
+4 Damage
+3 Parry
+2 Strike& Parry
Uber quality Dwarf manufacture (blunt)
+4 Damage
+3 Parry
+1 Strike& Parry
Black Metal Bonuses (from PF: D&G)
Damage x2
SDC x2
Oakstone wood bonuses and pen.(a stonewood from PF: northern hinterlands page 59)
SDC x2
+1d6 damage
-3 S/P
Saber Totals
sword Damage: 6d6+4, does normal damage to Vamps & Were-persons, silver gilding (plating)
Hilt (punching) damage: Punch +5d6, does normal damage to Vamps & Were-persons, silver gilding (plating)
Init: +2
Strike: +3
Parry: +7
SDC: 190, for when attacked intentionally.
Scabbard Totals
Damage: 6D8+4,does normal damage to Vamps & Were-persons, silver gilding (plating) of the banding.
Init: +2
Strike: -1
Parry: +2
Thrown: -1
SDC: 210, for when attacked intentionally.
Awesome This-Should-Be-a-Real-Thing Entry:
Nunchaku of Misdirection, by ShadowLogan
Base Weapon: Nunchacku
Construction Notes: The handles on each end of the Nunchacku contain a symmetrical ditch/grove so that when the handles are brought together properly the ditche/groves form a blowdart gun (should be one handed). One handle is inlaid with silver, and the other iron for dealing with SN creatures. Kobald manufacture for extra damage (max)
Damage: 2d4+3 by nunchacku strike don't forget any silver/iron vulnerabilities that can be exploited by using the proper end, or by blowgun dart (regular, superior craftsmanship, and/or poisoned)
Penalties: -1 to strike in melee combat with the nunchacku due to the way the handles feel for inexperienced users (need 1 level of regular use), blowdart gun is -10% on range due to less than ideal seal for the shaft. Some users have attempted to compensate for the seal by putting sticky substances (wax usually) on one or both handle just before they switch modes to reduce the range penalty to 5% instead of 10%. If a two handed grip is used the blowdartgun is +1 to strike.
Note: Favoured by assassins due to its ability to misdirect searchers when the blowgun is used to kill their prey and they are found carrying "only" nunchacku as any spare "darts" can be "lost" to avoid searches. Infiltrators (Spies, theives) also like the weapon since it allows them to carry two weapons in one nice package.
Awesome Alternate Approach:
Scholar's Utility Blade, by ShadowLogan
Base Weapon: Dagger
Construction Notes: The Base Weapon is made of Black Metal, and finely balanced and sharpened by a master Dwarf to the utmost of his ability (Hex included). The weapon has several non-combat features built in, the cross guards secure a pair of small UN-enchanted monocles into place, each monocle has a separate level of "magnification" for the "scholar" to use to inspect some text/item more closely. To make reading text written backwards easier (among other reasons) a mirror was installed near the base of the blade on one side (it is possible to put it a mirror on the reverse side, but some find it better without as they can use it as a wax candle holder) between the monocles. The Pommel itself is a removable ink container (seal-able) that could be unscrewed from the hilt. The hilt itself is hollow allowing the storage of chalk, quills, or small amounts of paper. It should be noted that non-Scholars have found other uses for the extra features or "magical" replacements.
Damage for Dagger Version: 1d6 normal + 1d6 giant size x2 Black Metal +8 Damage (Dwarf Hex) = 4d6+8
Bonus: +4 to Strike & Parry
Special Features: Mirror, 2 Monocles (magnification, non magic), hidden ink vial, hidden compartment, 1/2 weight (Black metal)