Artifacts and other sundries from Sathran [Archive] - Wizards Community

Post/Author/DateTimePost
Judging Eagle

03-03-06, 03:47 PM
Mostly this is just a repository of items from the homebrew game I run.

Spellgloves:
-gloves that allow the caster to as a spell-trigger action release the stored magic (... just like a wand, only double the cost and both hands are used) Usually used by arcane casters.



Spellboots
-Act just like spell gloves; usually favoured by divine casters (who enjoy giving their allies a 'kick-start' with their Cure Serious Wounds Spellboots.... yes they called them Kickstarting Boots...)




[b]The Glass Crown
A solid crown-shaped device, this completely clear crown serves as both the symbol of rulership of Lounce and the means by which the kings and queens of Lounce have been so successful in both keeping Lounce as an major economic power in all of Sathran as well as completely unknown.


Major Intelligent Item

Stats:
Int 20, Wis 20, Cha 11
Ego 27

Lesser powers:
The glass crown has 10 ranks in the following skills:
Decipher Script, Spellcraft, Sense Motive and Diplomacy

Greater Powers:
The glass crown can cast the following spells at will
Detect: Evil/Chaos/Law/Good (The user or the crown itself must determine which will be active at any time)
Detect Thoughts
Detect Scrying (On both the wearer as well as anyone scrying on Lounce itself)

Purpose: The Purpose of the Glass Crown is to defend the people of Lounce, it does this by imparting the entire life-memories of every previous ruler into the mind of the current ruler. This process is started at the initial crowning of the new ruler and takes two days for every hundred years of previous rulership (minimum of two days per ruler).

The process is very intensive and the wearer usually spends the first of each pair of days having information placed in themselves and must refrain from strenous activity for the whole day or the days work will have to be restarted. The second of each pair of days is meant for the wearer to rest and take care of pressing matters as well as to prevent the ruler of Lounce from being completely incapacitated if danger threatens Lounce right after a new ruler is declared and crowned.

Dedicated power: The Glass Crown can cast Waves of exhaustion at will.

The crown uses this power to defend it's wearer from assasination, aid them in combat as well as slowly weaken to death those who do not truly have the good of Lounce in their mind.


Allweapons or The Nine

The original Allweapons were devices of great power able to not only give their wielder physical and mental prowess, but would also change their form to a weapon that their wielder was most comfortable with (giving rise to their being called Allweapons as they could essentially be all weapons).


The Original Allweapons were destroyed in the War of the Nine, in which the most potent Allweapon wielders went out and destroyed the Allweapons that their enemies used (as well as the wielders).

The remaining Allweapons, nine in number, were dubbed "The Nine". Each represented the mindset of their final wielders; ranging from ordered benevolence to violently psychotic to serenely balanced, each weapon very different from the rest in both appearance and abilities.

The Nine

1. Grath, the destroyer
2. Yun, the conqueror
3. Reh, the deciever

4. Hursat, the blinding
5. Saln, the renewer
6. Thedal, the laughing

7. Bron, the blunter
8. Sil, the vengeful
9. Yaeq, the protector

Descriptions of The Nine

Abilities that each of The Nine have

Each of The Nine give their wielders the following benefits:

Fast Healing 10
Damage Reduction 20/Epic and [Alignment]
Where the alignment is the alignment of the wielder*
*:

[Yes, the whole, only opposing alignments can break your DR makes no sense to me. Since so many outsiders do damage of their alignment and fight their opposing alignments, why would the opposing sides be the only way that they could normally damage each other? Really, I think that only an other good creature could know how to strike celestial so that it hurts or that a devil would know how to truly harm a devil or demon.]


The wielder no longer takes penalties from aging and as long as they continue to wield the weapon no longer age although they do gain the benefits from aging if they have wielded one of The Nine long enough to gain a benefit. If the wielder ever stops wielding one of The Nine, they continue aging normally continuing from when they last held one of The Nine.
Example:
Boredflak (a human) wields one of The Nine at age 30 (young) and continues to wield this Allweapon for an extra seventy years (100 total) and has crossed into his races 'Venerable' age group; accruing those mental benefits. However, unless Boredflak loses his Allweapon he will never physically age past the age when he aquired the Allweapon and if he ever does lose it he continues aging from the age when he first got the Allweapon. In this case if he loses the weapon 100 years later he will no hit middle-aged for an other 5 years (35 normally), old in 23 (53 normally) and venerable in 40 (70 years old)




1. Grath, the destroyer

Grath, the destroyer, the smasher, the breaker of hopes and souls.

Grath has many titles, most pertaining to its ability to break down any of its foes into barely recognizable pulp beneath it's mass.

Grath acts like +6 greatclub for combat purposes with the following additonal abilities:

Grath adds a further +4 bonus to sunder attempts when use to sunder anything, in addition Grath ignores the hardness of all objects save an other of The Nine.

Any wielder of Grath who has the Rage class ability may rage for an extra 6 rounds and gains an additional +10 str and +10 con, however the wielder of Grath is forced to attack any target that they can see via any method they have at their disposal (flight, burrowing, swimming etc.). In addition, at the end of raging the user is untired and may not be affected by fatigue or exhaustion while wielding Grath.




2. Yun, the conqueror



3. Reh, the deciever




4. Hursat, the blinding



5. Saln, the renewer



6. Thedal, the laughing





7. Bron, the blunter



8. Sil, the vengeful



9. Yaeq, the protector