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| Wizard Random09-03-05, 09:58 AM | Talking Artifact Ideas-Semi Contest I am looking for player made artifacts. This could be anything from a Handbrush that sings while flying through the air, to the most sinister Axe in existence. However always lacking for ideas, i really want to see what the people on this board can do. Here is my first stab at a artifact and a little backstory to it as well. Tell me what you think. "Swift Strike" was to be the finest creation of a Wizard Knight called Random. However upon the moment of its birth,this weapon was possesed by a powerful Tannarri Lord. This lord had been a personal enemy of Wizard Random for many years. Ever since Random slew his second in command, and a great number of his troops, just to rescue a child that had been kidnapped by the Lord.During the rescue Random lost his personal sword, a Greatsword by the name of "White Death", hence the creation of "Swift Strike". Right after it's birth Random immedietly started to enhance its magical properties with his own Life. Pouring years experience and great need into the now finished Sword. Seeing this as its chance while Random was distracted, the Demon Lord immedietly possesed the sword, by the time Random relized something was wrong it was too late. The ensuing battle ravaged Wizard Random's workroom and removed forever some of his most prescious adventuing mementos. However severly wounded and putting all his might into maintining his defensive ward, the small amount of energy that Random had managed to pour into his weapon, mutated from the massive release of magical energy that was the bgyproduct of the fight. Thus "Swift Strike" was born. Sadly this new entity was still a baby. and had been awakened into the world possesed by a Demon. True to its name it launched a Psychic barrage aganst this Demon Lord, trying to purge its foul pressence. To Random bloodied and incredulous eyes the sword, a mere inch from his throat, suddenly and violently flew stright up into the air and imbedded itself into the ceiling. Where it started to Glow and Shake with alarming speed. After a time the sword started flashing light across the metal's surface, and almost immedietly started to slow. Alarmed Random cast one of his greatest and most draining spells. A Wizards Wish The spell spoke of the battle going on inside the sword, about how the Demon Lord was not only winning the battle with the fledgling contsruct but Subsuming its power and begining to augment its own. Chilled to the bone by what the spell revealed, Random put into action which is widley belived to be his most heroic act. Jumping up and grabing the sword's hilt and applying his great will, Wizard Random joined the battle. "Swift Strike" rallied behind this new entity that suddenly appeared and bodily intercepted all attacks directed aganst it. With renewed effort "Swift Strike" litterely started ripping the Demons mental defenses apart. Sadly Random and "Swift Strike" were both worn from their respective battles. Random from not only his physical battle but now this mental one. "Swift Strike" ,just born, had no reserves of power like the older creatures of his unique creation. Nor was he fully enchanted. Although Braver than the mighteist Solar, and twice as tough. "Swift Strike" was torn to shreds protecting this entity that had so protected him just moments before. Random, seeing his prescious creation's life spark turning dark, uttered a spell learned from a crazed cleric of Tharizdan to end this fight once and for all. Random's home exploded and onlookers report seeing 3 huge beings floating above the burning wreckage. One of pure obsidian tinged with red One of pure silver surounded by pale mist and One of Pure gold glowing with the fires of heaven All slammed into each other and flew straight down into the burning home. Thus the sword "Ragnarock" was born. Ragnarock cannot be Magically, or Psionicly enhanced in any form or fashion. This of course galls the creature to no end, It continually seeks out Wizards and Psions to enhcance its power and then brutialy murders them when they inevitably fail. Its only purpose in life is to become enchanted which is of course impossible. Previous owners(those who lived) reported conflicting actions on the part of the sword itself. Ragnarock would drive its owner to perform great acts of valor, while the next day commit unspeakable acts of cruetly. Even going as far the next day to show apathy towards any and all actions. The sword ,of course, is never under any compulsion to protect its weilder, should it desire a new one. +1 Adamatine Longsword Magicaly Hardned Psionicly hardned Alchemicly hardned INT 20 WIS 16 CHA 20 EGO 25 Hardness 37/Hit Point 85 Special Ablities and Qualties: 1) Insanity- Each day the DM secretly rolls a D10, to see which of the 9 alingments Ragnarock posses that day. On a roll of a 10 its up to the DM's choice. 2)Tainted-Ragnarock posseses all SU and SP ablities of a average Pit Feind.The sword acts on its Weilder initative and can use any Spell-like ablites or Supernatural ablites that a Pit Feind posseses, such as See in Darkness, or even Fireball at will. 3)Subsume-When Ragnarock criticals an creature, the unfortunate struck must succecde on a Will saving throw of 25 or have its Soul(or whatever passes for one) subsumed by the Sword, killing it instantly.This ablity does not affect creatures with no INT score or creatures that have its soul "elsewhere" at the moment. 4) Lore- Ragnarock has 5 ranks in all skills (except psionic ones). Whenever it subsumes a creature it gains 1 Rank to its skills that the creature possesed.The sword chooses if the current Weilder can acceses its knowledge.[the sword's skill replaces the creatures skill, until the sword decides otherwise] 5)Bonus Feat-Each day as it sees fit, Ragnarock can choose one feat from the Fighters list of Bonus feats and grant the feat to the weilder. This is normaly the Martial Wepon Pro, to use the Longsword. The weilder gains the benifet even if it could not normaly qualify for the feat. 6) 1/per week Fly(sword only) CL 15 3/day Repair Light Wounds(sword only) CL 15 7) Self Destructive-Once per enemy per encounter when Ragnarock is used to attack, the weilder must make a DC 14 will save or fly into a rage. Treat this as the barbarians Rage excpet the weilder MUST attack the nearest creature in sight. If no enemy(or freind) is in sight the weilder automatically hits itself for the sword dmg, until the Rage ends. 8)Non Detection- Due to Ragnarocks morphic personality the weilder is affected as though by a Non-Detection spell (CL 25). This ablity is always active on the sword. 9)First Strike-When the sword is first picked up by any creature with a INT score, The creature must make a DC 25 will save for 5 consecutive rounds. Succeses indicates the sword will treat the user as "freindly" no matter its alignment for the day. Failure indicates that the weilder is Dominated, when this happens[depending on its alinment] Ragnarock will either somehow lead the user to certian doom,find a new owner,or perhaps even help the user. However this metal control cannot be broken. Once established its attitude towards the dominated individual varies depending on its alinment. The effect can only be removed by the sword itself. Anything that protect aganst ppossesion protects aganst the First Strike ablity. Regardless of success or failure this effect only functions once for each creature. 10) Swift Strike- The weilder can always choose to take a full attack action when it would normaly be allowed to do so. Regardless of any spells or effects(such as Daze or Hold Person)affecting the weilder. Regardless of its "artifact status", due to its unique birth, Ragnarock has no special destruction Rule, anyhting that can damage a object can hurt Ragnarock. The sword is Insanley Jealous of every other magical wepon with a total enchancment bonus of +3 or more. No matter its alinment it will try to dominate its weilder( it will ASK if freindly to the creature) and destroy the offending weapon. Only when reassured it will be taken to the nearest Enchanter(dc 10 charisma check) will it cease its attack on the other weapon. Beware when afformentioned wizard fails to enchant the sword, it will repeat the above process and try to kill the wizard. Only assuring the sword that this wizard could not enchant a stick(DC 20 charisma check) will stay the swords wrath. And there you have it. My creation. What do you guys think( i know its long but its a good story nonetheless) |
| tchacotaa09-03-05, 03:11 PM | I have a few artifacts I have created. I usually run very long in-depth campaigns where the charactors go from 1st level to 11th or higher before we move on to something else. When my players reach 8th level, I usually design weapons or items specifically for the characters. Something that works with personality and weapon choices of the character. On my last campaign, the party is serving three different deities for a common goal of the three gods. These are gods of my campaign world: Arawn God of death, Surma the avatar of Arawn and collecter of the dead, and The Raven a goddess of such chaos and destruction, that Lolth would get out of her way. With three primary players (other players are not consistent enough to be the focus of the story) I designed three artifacts that will help them in their quest to full fill their gods wishes. I do not have a story behind these items, since the three gods themselves worked together to create the artifacts so that their devout servants could better serve them. The first item is a great axe for the Minotaur of the party. He worships Arawn exclusively, where the other characters have a dual worship of two of the other gods. The Minotaur, Gunther, has named his axe Hurt. (I leave the naming of an item or weapon up to the player who receives it if he feels it needs one) Great Axe of Pain, Hurt. Intelligent weapon that Arawn desires Gunther to have. The axe head is toped with a human skull about the size of a grape fruit. The eye sockets glow with a blood red light, when the light is directed at a person or monster whether living or dead, the flesh becomes translucent and the skeleton is clearly seen through it with reddish out line of the flesh. (No affect on creatures without a skeleton.). When the axe speaks, the jawbone of the skull will open and close. The weapon is Unholy and does an additional 2d6 points of damage to all of good alignment. Anyone of good alignment who attempts to pick up the axe will suffer the 2d6 damage and take one negative level. The level loss is permanent. Attack bonus is +4 Speech 60 feet of dark vision and hearing. Mental abilities scores-- Int----- 16 Wis--- 16 Cha--- 10 3 lesser powers: 1. Presence of Doom: All within sight of the possessor will see him as an avatar of death. All will make every effort to get out of his way. Any one with in 10 radius can be affected by despair. They must make a successful Will Save, DC 15 to even look at him, failure means he will run away as fast as possible. This ability can be activated at will. Once activated it is on until turned off, or off until turned on. The axe must be griped in hand to activate this ability. 2. Flesh Grinding: When damage is dealt. The wielder can command the axe to grind as free action. He can then let go of the axe and it will animate and continue to do damage by grinding itself into the foes flesh. Damage is the same as if the wielder scored a hit. This lasts for 5 rounds and allows the wielder to act in any way. The wielder can grasp the axe again at any time during the grinding as a standard action, unlike normal; no one else can grab the axe due to the bonding. If the axe is not grasped with the 5 round period by the wielder, it will fall to the floor. 3. Hell Fire: Once a day per three character levels, the wielder can create a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage as an area attack with a 5 radius. This damage can only be healed in a holy place in conjunction with a consecrate spell. The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. Major Power: Wither Limb: On a natural roll of 20, one of the limbs of the person struck will wither and become useless. If a leg, it will no longer support his weight. If an arm, anything being held will be dropped and spells requiring somatic gestures cannot be cast. Bonded Weapon: The axe is bonded to Gunther by Arawn himself as per the Bonded Weapon Feat. The bonded weapon feat is described below. BONDED WEAPON. You have a weapon or item that is bonded to you. Prerequisite: Wisdom of 13, item must be of masterwork quality. Benefit: Having a weapon or an item, bonded to you, gives you some special abilities with that weapon and that weapon only. 1. The weapon or item can only be used by you and no one else. Anyone attempting to pick up the weapon or item cannot if you do not want him or her to. Even if you allow them to pick it up, they will not be able use it at all. If it is a weapon, anyone allowed to pick it up will be unable to swing it at anyone, especially you. If it is an item, such as a wand, the person would not be able to make it work even with the appropriate command words. 2. You can call your weapon or item to you. Once the bond has been made, as long as the weapon or item is on the same plane of existence, it will come to you. This can take the form of the item it flying through the air, going around whatever barrier is in its way, or teleporting to you, (it is possible for a powerful hammer or such, to smash its way through doors or wooden walls, DM discretion.) Calling your weapon or item is a full round action, and requires a wis based concentration check. The time it takes for it to come to you is based on distance; 1-100ft= 1 Round, 100-500ft= 2Rd, 500ft-1 mile= 3Rd, ect. 3. The process of bonding a weapon can come in a few different forms; A. Someone who knows it must teach you the procedure. Then you must find a quiet safe spot to meditate or pray for 24 hours. At the end of the meditation period, you must sacrifice 1,000 XP. (Doing so can not reduce you below your currant level, if so you must gain more XP before doing so) If the meditation period is interrupted for any reason, then you must start all over again. B. Your Deity can choose to give you a bonded item, or bond one you already possess to you. The next item is for a Thief /Cleric named Cyrus Deshahl, who worships The Raven primarily and also Arawn, whom he reveres as his Mother and Father respectively. Claw of Chaos Intelligent weapon that the Raven desires Cyrus to have. This weapon looks like a large raven claw, about the size of a short sword. It is curved like a sickle, but is black and is a claw from the Mother herself. It is so black that it does not reflect any light what so ever. It will actually absorb light around it. If a room is lit by a few candles, torch or lantern, and the claw is exposed, the room will dim by 50% as it absorbs the ambient light in the room. The weapon is Anarchic and infused with the power of chaos. It bypasses corresponding damage reduction and deals an extra 2d6 points of damage against all of lawful alignment. It will inflict the 2d6 damage and bestow one negative level on any lawful creature attempting to wield it. The level loss is permanent. Attack bonus is +4 Speech 60 feet of dark vision and hearing. Mental abilities scores-- Int 16 Wis 16 Cha 10 3 lesser powers: 1. Globe of Darkness: The Claw can create a globe of darkness 10 diameter. No light can penetrate it nor can Dark vision see in it. However, the wielder is capable of seeing as if he were in a dim room lit only by a candle. This gives the wielder an opportunity to perform a backstab, even if the target is aware of his presence. The globe will counter any light source or light spell up to caster level 20. 2. Black Flame: The wielder can cause the Claw to erupt in flames of blackness. These flames have no effect on the wielder, and do an additional 1d6 points of fire damage. On a failed reflex save, DC 15, the flames will cause the flammable items on the target to burst into black flames. Clothing worn will do an additional 1d3 points of damage for 1 round and will then be consumed. Items other than clothing must make their own save if they are touched vs/ fire, DC 3. Flesh Ripper: The wielder evokes pure evil power from the Raven in the form of a black ravens claw that flies at the target on a ranged touch attack. One claw per 3 character levels appears, max no of claws is 6. The wielder can target as many claws on as many targets as he wants. Each claw deals 1d8 points of damage. On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed. This ability can only be used 3 times per day. Major Power: Eternity of Torture: When striking a target with a natural 20, the targets body is twisted and warped, wracked forever with excruciating pain. The subject is rendered helpless, but is sustained with no need for food, drink or air. The target takes 1 point of drain to each stat until they reach 0 and is unaware of anything except terrible pain. This effect is indefinite unless a successful Fort save, DC 19 is made. The effect then causes only 5d6 points of damage, and the incredible pain incurs a 4 penalty to attack, saves, skill and ability checks for 19 rounds. This final item was given the leader of the party, Daman Hewlett. He is a Sorcerer/Cleric and worships Arawn and Surma. He carries no weapons, so this item is his sole defense and offense. Arawns Touch. Pair of elbow length black leather gloves. The gloves are of masterwork quality, made of supply leather that fits like a second skin and feels as though they are not being worn at all. Wearing the gloves has no Dex penalty. The leather on the forearm runs to the elbow while the leather on the under side is open and held together with three leather straps that are part of the whole thing. On the forearm section are embossed runes. (10 ranks in religion: Arawn / Surma, to read the runes) The back of the hand has three slightly raised pads that also have embossed runes, different than the ones on the forearm. The palm of the gloves has its own set of runes as well. The fingers have a different set of runes that run in a spiral pattern down the length from the knuckle to the fingertip. The runes on the Gloves are an ancient divine script that was created by the priests of Arawn and Surma that contain power. Each set of runes conveys a particular power to that part of the glove. Forearm: these runes are runes of defense. They give the wearer a deflection bonus of + 4. Back of Hand: these runes are runes of attack. They are located on the pads and symbolize bludgeoning attacks. Activating this rune is a will action and outlines the gloves with Brilliant Energy that can be used for pummeling. The glove then acts as a +4 gauntlet doing 1d4 damage, plus strength. If the wearer has the Improved Unarmed Strike feat, he does damage as normal for the feat. Palm of the Hand: These runes symbolize a blade for edged attacks. Activating this rune is a will action and causes a Brilliant Energy Katar (punching dagger) to appear in the clenched hand of the wearer. The katar is a +4 weapon and does 1d6 damage plus strength. Fingers: These runes symbolize a long reach. They require no will action because they are always active. Any time the wearer of the gloves casts a spell with a range of touch, the runes allow the touch attack to be made as a ranged touch attack, thus eliminating the need for the caster to physically touch the target to deliver the spell. Coup-de-Grace: Once a day per three character levels, the wearer can deliver a coup-de-grace that allows him to make a ranged touch attack that causes all touch spells to be delivered at once, each spell affecting the target at the same time. All damage is rolled normally. The wearer can decide which spells he wants to be used during the coup-de-grace. (The Coup-De-Grace has no effect on the number of spells the caster is able to cast during the day. The power comes from gloves and the knowledge of the caster.) This is a full round action and will go off at the end of the round on segment 10 and must be announced at the beginning of initiative. These gloves have been bonded to Damon Hewlett as per the Bonded Weapon and Item feat I will post more later. |
| Pippa09-03-05, 03:32 PM | I've got something I'm proud of. Whether it's an artifact or 'just an item' is up to you; I for my part seriously won't know. It has a history though: (In case of you being Yaeri or Neely, you can't read this yet.) "Semi-cursed Ring of Apparent Death" When sleeping, unconscious, disabled or dying, the wearer shows no sign of life anymore. Breathing and pulse have become imperceptible, the body doesn't seem to react to stimuli anymore (no eye-reflex movements), and any loss of blood by wounds diminishes. There are no other death-related phenomena that apply to the wearer of the ring than these. A heal-check of at least 22 lets a character recognise the situation as a trickery. If disabled (not dying), the wearer remains fully concious and can think, feel, hear, smell, taste and see (in the case of the latter, if he thinks in time to keep his eyes open), but cannot move a muscle. This doesn't mean he can't act anymore (silenced/stilled spells and the like are still an option). The Will Save DC to negate this effect is 22. If dying, the wearer has a bigger chance to stabilise by himself: 25% instead of only 10%. A healcheck to stabilise the wearer has only a DC of 12 anymore. Other heal checks and magical healing work normally (still considering the notes made in the disabled-section, of course). Animals and monsters that eat dead pray might see a meal in the wearer's body but since it is not one of the above-described death-related phenomena, these creatures are not attracted by a smell of decaying flesh. Any attempt to bring the apparently death person back to life or the like automatically fails. Spellslots, charges, material components etc are wasted. When the wearer of the ring is a creature that does not sleep but enters a trance every night instead, such as elves, the creature will experience all the effects as described in the disabled-section. Once put on, the ring cannot be taken off again until the wearer truly dies, or until he has a remove curse cast on him (caster level 11 or higher). The ring's magic cannot be dispelled unless by a miracle or wish. Background: The ring was crafted by a slightly odd adventurer who was paranoid about getting killed in his sleep or after being knocked out in combat. He reasoned that if he could make his attackers believe that he already was dead, he would be left alone. He forged the ring, and integrated his tenacity towards surviving therein. The man's life ended when he was found "dead" beside a jug of ale, and the townsmen couldn't wait to bury that weird creep properly. His valuables - including the ring - were dug up by a thief, who sold it on. After years it came into the possession of a noble, whose house thereafter was regarded as accursed, since all of the elder sons in that bloodline died young. Now the artefact is put away on an abandoned place, and his history is forgotten. Only the inscription "Do not mourn" might give adventurers that stumble upon this ring a hint. |
| green_yawgmoth09-03-05, 04:54 PM | Here's a couple artifacts I've designed for my eberron campign. If you're in my game, don't read these. The Fangs of Khyber This two-bladed sword looks as if carved from single chunk of khyber dragonshard, and has its blades curved inward to look like the fangs of a huge dragon (or a bat'leth, if you watch star trek). It appears to be nothing more than a uniquely forged +3 souldrinking/+5 wounding ki focus double sword. However, the wielder becomes aware of its true nature after slaying a creature of more than 5 HD. It absorbs the creature's soul into itself, to be used as a charge for the following powers (free action to activate): 1 charge: one edge of the weapon gains an additional +1 enhancement bonus or a +1 equivalent ability. The wielder may spend extra charges for more expensive abilities. 2 charges: One side of the blade gains an alignment or special material quality. Even if the wielder chooses an alignment opposite to his own, he takes no penalty. 20 charges, concentrate on the blades for 1 minute: Summon a half fiend shadow dragon with HD = to the wielder's. It follows your commands as it interprets them, and fades into the shadows after 1 hour. The scale of Siberys This artifact appears to be a scale shaped piece of siberys dragonshard, with motes of gold forming a latticework that looks like several scales together. If a character has the least, lesser, or greater dragonmark feats, the scale attaches itself to the character's dragonmark, granting her those feats she doesn't have, and transforms the character's dragonmark into a siberys dragonmark. (normally, a character cannot have the least, lesser, greater, and siberys marks. this artifact grants the ability to do so.) A character with an aberrant mark has it transforms it into a siberys mark, and the character's aberrant mark becomes intensified, as the metamagic feat. This item takes up the amulet slot. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Wizard Random09-03-05, 07:08 PM | This two-bladed sword looks as if carved from single chunk of khyber dragonshard, and has its blades curved inward to look like the fangs of a huge dragon (or a bat'leth, if you watch star trek). It appears to be nothing more than a uniquely forged +3 souldrinking/+5 wounding ki focus double sword. :eek: :eek: :eek: :eek: LOL nothing MORE, ya know because a +3souldrinking/+5 wounding ki focus double sword is VERY common,. |
| Eco-Mono09-03-05, 07:53 PM | This item was discovered in the campaign in which I am currently playing. It is not technically an artifact in that campaign, but the abilities are so unique that I think it would be an artifact if used anywhere else. The Sphere of Mental Prowess This silver sphere was created by a mage with an... interesting history. Having sustained a massive injury to his brain which was inexplicably resisting clerical healing, he was helped by a dragon who gave him a portion of his own brain as a transplant (think Dragonheart, sorta). This lent two things to the slowly recovering mage: a dizzying intellect, and a gradual adoption of the mindset of a chromatic dragon (the mage having been evil from the start). He began to resent that he could not use his newfound intelligence to its full potential, and so created this unique weapon to solidify his hold over his loot and to make full use of his powers. He managed to amass quite a fortune that he hoarded beneath some old ruins in the Quialidan forest, until our adventuring party relieved him of both the loot (which went back to its rightful owners) and the sphere (which I kept). The Sphere of Mental Prowess appears to be a floating silver sphere about 5 feet in diameter. It is completely smooth and without cracks until a command word is spoken, which opens a small hatchway, which can be closed with the same word. Once inside the Sphere with the door closed, the magics of the artifact begin to weave themselves into the mind of the user. One with less than 30 Intelligence feels a splitting headache and nothing more. However, if the user has the sufficient Intelligence, their mind becomes integrated into and boosted by the artifact. This provides the following benefits: The Sphere functions as an extention of the user, controlled by the intellect. This allows him or her to direct it at a speed of 30 feet/round, and to manipulate objects as though with arms and hands extending 7 feet from the Sphere. As these functions are entirely based on the user's mental prowess any physical modifiers for checks and saves made inside the ball are replaced with the user's Intelligence modifier. The Sphere auguments the intelligence of the user, providing a +4 unnamed bonus to Int. If the user is not moving the Sphere, this mental supplementation allows the user to do concentrate on doing two things at once; they may take two full-round actions that round. The sphere provides +1 caster level as though bestowed by an orange ioun stone. However, there is a price to utilizing the Sphere of Mental Prowess. Since the Sphere's faculties draw entirely upon the intelligence of the user, any damage to its surface will instead be directed upon the wielder's psyche, inflicting 1d4 Intelligence damage. If this damage would reduce the user to less than 14 intelligence, they are automatically ejected from the Sphere, to keep them from being in serious danger from this effect. While this damage can be healed normally once outside the artifact, the intellect is too intermeshed with its magics for healing from restoration or a similar spell to succeed while the Sphere is in use. In addition to this, the user is likely to need small breaks in order to allow fresh air into the chamber; there is no built-in ventilation system. Unlike most artifacts, there is nothing hiding the powers of the Sphere of Mental Prowess. A successful analyze dweomer upon the artifact is sufficient to discern all of its powers. So yeah, fun. That is, if you can get enough Intelligence to actually use the blasted thing. (18 Int + 6 from an item + 5 from level-ups is still only 29 :ahem: ) |
| Iabes_Q_c_a_Mahorella09-03-05, 08:37 PM | +5 Shaddow Strike, Vorpal, Keen, Flaming Burst, Icy Burst, Unholy, Longsword. And maybey intellegent. W/ a purpose to kill everything. |
| Wizard Random09-03-05, 09:20 PM | I like that sphere i think i will use that in my game, on a side note it converts ALL dmg into 1d4 INT dmg? or per point? |
| Bob the Great09-03-05, 09:20 PM | Krom's fiery staff This staff was the property of Krom, an ancient red dragon, with a fascination for fire. One day, a party of adventurers attacked him, and though he killed most of them, one of them escaped with the rod and he has been searching for it ever since. (Ownership of the rod earns you the emnity of an advanced great wyrm red dragon). This artifact, when used in combat, functions as a +3 flaming, fiery blast (fiery blast is an epic weapon enhancement; +3d6 damage, and damage is affected by critical hit)quarterstaff. It also gives them total immunity to fire damage. Its true function remains unrevealed unless the user can cast level 9 fire spells, or has the fire subtype and at least 15 HD. The rod, when its true function is revealed, allows it user to cast a CL 20 fireball at will and a CL 20 wall of fire at will. It also allows the owner to turn or destroy water elementals, and rebuke or command fire elementals as a cleric of their level minus 4. Note: Although this is an artifact, it could easily be an epic magic item, although the price would be 1084800 + the cost of the turn elementals ability. I gave my players this (it's an epic campaign), and they seem to be doing fine, however, you should probably tone down the overall power, as well as Krom's power, to use it in non or low-leve epic. So yeah, fun. That is, if you can get enough Intelligence to actually use the blasted thing. (18 Int + 6 from an item + 5 from level-ups is still only 29 :ahem: ) Get an ioun stone of + 2 int. And the one magic item, i forget what it is, it's like the manual of gainful excrecise, and all those, except for INT which basically just casts wish on you, wishing for + 1 permanent to a stat. And get fox's cunning cast on you. |
| Eco-Mono09-04-05, 12:00 AM | Get an ioun stone of + 2 int. And get fox's cunning cast on you.Enhancement bonuses both. Overlaps the +6 item. :/ And yeah, I suppose you could get to 30 by wishing for it. But I can't do that for a WHILE yet. |
| Eco-Mono09-04-05, 12:10 AM | I like that sphere i think i will use that in my game, on a side note it converts ALL dmg into 1d4 INT dmg? or per point?If the sphere takes a hit, it's converted into 1d4 Int damage regardless of how much damage actually occurred. Keep in mind that a decently competent Wizrad will be using some of his newfound power to play "keep-away". |
| Wizard Random09-04-05, 12:14 AM | there are plenty of ways to get 30 INT, check the CO boards to get the skinny, or just play around with things and make your own. For example 18 to start+5 Inherant bonus+5 from lvl up+6 from magic item=34 done by lvl 12 for a 30 INT straight up. There are also other items and spells+powers that up INT and give a unnamed bonus./ |
| Wizard Random09-04-05, 12:14 AM | If the sphere takes a hit, it's converted into 1d4 Int damage regardless of how much damage actually occurred. Keep in mind that a decently competent Wizrad will be using some of his newfound power to play "keep-away". Thank you, also that 30 feet a round, can he fly in the air? |
| Eco-Mono09-04-05, 12:17 AM | For example 18 to start+5 Inherant bonus+5 from lvl up+6 from magic item=34 done by lvl 12 for a 30 INT straight up.You'd basically need to find a ring of three wishes to do this at level 12. Seemed unlikely.There are also other items and spells+powers that up INT and give a unnamed bonus.Unnamed bonuses are hard to come by; the best thing I've been able to find is to wait til I'm level 15 and get myself PAOed into an Arcanaloth. Didn't realize there were many options in this department.Thank you, also that 30 feet a round, can he fly in the air?It can go at least five feet above the ground. I am not sure if it can go higher as I've never actually been able to pilot the thing. |
| dedicated09-04-05, 09:46 AM | You'd basically need to find a ring of three wishes to do this at level 12. No...look in the DM's guide, there's these Tome of Clear Thought This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level. Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb. |
| Oliver D'Argent09-04-05, 11:41 AM | This is my creation. It was written with a Forgotten Realms setting in mind, but could easily be adapted. The Screaming Skull of Noth Shazull Major Artifact This is all that remains of the ancient Netherese wizard, Noth Shazull [noth shaZOOL]. He tried to renege on a deal with a Demon Lord and was turned into an artifact as punishment. The skull has magical symbols carved all over its surface and is mounted permanently on a six-foot shaft of smooth ebony. The jawbone is articulated, but only opens when one of the powers of the skull is used. Only evil creatures can activate the powers of the Skull. Simply touching this item bestows four negative levels on any non-evil creature touching it. These negative levels remain as long as the creature is in contact with the item and cannot be overcome by any means including Greater Restoration. These negative levels never result in actual level loss. If the skull is carried in the possessions of a non-evil creature, there is a cumulative 2% chance per hour that the skull will scream. This randomly activates one of its powers (equal chance of each) and targets the creature carrying it. If Greater Teleport or Plane Shift is activated, the creature is teleported or shifted to the last destination the Skull transported to. Carrying the Skull in a container lined with lead foil will prevent the Skull from screaming randomly. If the Skull or its target is within the radius of a Silence spell, only Mass Inflict Critical Wounds, Greater Teleport and Plane Shift will be effective. If it is used as a weapon, treat it as a +6 Unholy Staff of Thundering and Clouting (Clouting is from Complete Arcane: the target must succeed on a DC 19 Fortitude save or be knocked back 10 feet, if the first save is failed, the target must make another DC 19 Fortitude save or be stunned for 1 round). The wielder of the skull can invoke these powers at will. Deafness: As Blindness/ Deafness, but only causes deafness. (Fortitude DC 16 negates) Scare: (Will DC 16 partial effect targets with 6 Hit Dice or more are not affected) Shatter: (Will DC 16 negates damage to objects, Fortitude DC 16 for half damage to crystalline creatures) Sound Burst: (Fortitude DC 16 to avoid being stunned) The wielder of the skull can invoke these powers three times per day. Blasphemy: (Will at a 4 penalty DC 21 negates banishment of non-evil extraplanar creatures) Cause Insanity: As the Insanity spell, but in a 300 radius burst centered on the wielder (Will DC 21 negates wielder is immune) Greater Shout: (Fortitude DC 22 for half damage, Reflex DC 22 to negate damage to carried items) Mass Inflict Critical Wounds: (Will DC 22 for half damage) Power Word Kill: (No save) Wail of the Banshee: (Fortitude DC 23 negates) The wielder of the skull can invoke these powers once per day. Greater Teleport: (Will DC 21 negates if unwilling) Plane Shift: (Will DC 21 negates if unwilling) All effects are at 20th level. |
| green_yawgmoth09-04-05, 05:30 PM | This two-bladed sword looks as if carved from single chunk of khyber dragonshard, and has its blades curved inward to look like the fangs of a huge dragon (or a bat'leth, if you watch star trek). It appears to be nothing more than a uniquely forged +3 souldrinking/+5 wounding ki focus double sword. :eek: :eek: :eek: :eek: LOL nothing MORE, ya know because a +3souldrinking/+5 wounding ki focus double sword is VERY common,. Well, 'nothing more' in the sense that it doesn't have any additional abilities, not 'nothing more' in the sense that they can be bought in magic mart. :P http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Thaebius09-04-05, 07:35 PM | Ok, I don't have my description on hand, so let's see what I can do strictly from memory, this has to be my favorite artifact I've created yet. Stourn's Stupendous Spork This spork (combination spoon/fork, think the plastic ones you get at Taco Bell) appears to be nothing more than a silver eating utensil. When dormant, a detect magic spell reveals nothing more than faint conjuration. When active, though, a simple detect magic spell is enough to reveal Overpowering Conjuration, Abjuration, and Transmutation auras (roll 1d3 to see which is strongest on that day). In dormant mode, it functions identically to Mystul's Magical Spoon (or whatever the spelling is), creating unappealing gruel sufficient to feed one person per day. Stourn's Arcane mark, written invisibly on the underside of the handle, is the only clue that it is something more. To activate the Spork, one must undergo an intense process. First, one must create a conjuration circle, with a diameter of 1000 feet. This circle is to be made of special powders, and costs not less than 10,000 gp. The circle must also be perfectly even, which may require magical adjustment to the terrain. A ritual is then undertaken, which requires all of the follwing: 1) The new wielder of the spoon. 2) The "chanter", a spellcaster able to cast 9th level arcane spells, whose CL is no less than 18. 3) At least 10 assistants able to cast 1st level arcane spells. 4) Additional assistants, as needed. 5) The daily requirements of the ritual (see below). Every day, for at least 8 hours, the chanter must speak the day's chant for at least 8 hours, and the chant must be spoken for all 24 hours. Once the day's 8 hours of chanting have been completed, a successful legend lore, or DC 50 Bardic Knowledge check reveals the next day's chant. Additionally, the spoon must be held aloft by the new wielder every day, for all 24 hours. (Many would-be wielders construct casts to hold their arms aloft and construct a chair they can be in the same position in at all times, or have paralysis effects cast on them.) Finally, each day of the 7 day ritual, a different requirement must be met. Day 1- The spork must be bathed in full daylight for the entire 24 hours. Day 2- The spork absorbs 1 cubic foot of water per second, and must be kept fully immersed at all times throughout the day. Day 3- The spork absorbs all air around it, creating a vacuum. See below. Day 4- 1000 cubic feet of edible plants must be put in contact with the spork, and are absorbed by it. Day 5- The Spork must be bathed in 3 blasts of fire given forth by an Ancient Red Dragon, at sunrise, noon, and sunset. Day 6- 1000 HD of creatures of greater than animal intelligence (int 3 or higher) must be sacrificed, and their souls are absorbed by the spork. Day 7- The spork kills the wielder, and their body disintegrates as the final word of the final chant are spoken. Nothing short of a Wish or True Ressurection brings them back, and even then they lose a level. There is no way (short of additional experience) to regain the level they lose, nor is there any way to avoid it. If at any time the wielder drops, or fails to hold high the spork, the ritual fails (though the ritual still kills the wielder, if he is holding the spork at the end). If the proper words are not being chanted at any point on any of the days, the ritual fails. If the circle is ever broken, be it by wind (strong wind or higher causes it to break), someone stepping on it, or imperfections in the terrain or construction of the circle, the ritual fails. On the 3rd day, the spork creates wind (starts at the weakest, and increases by one grade per minute) unless it is kept in a decanter of endless air. The wind created by the vacuum effect Can break the circle. The only way to know if the ritual has failed or not is to raise the prospective wielder, if they can use it successfully, then it has succeeded, if they failed at any point, it will still be just a magical item. If they are successful, the true powers of the spork are revealed, and it will forever more work for that wielder. The Spork, when activated, will fill any container (with a container being defined as a man-made enclosure, free of other items, with an even rim all around) with food, of whatever type the wielder desires. It need not all be the same thing, either- it can be steaming hot turkey, with gravy and all the best spices, along with mashed potatos with sour cream and chives, and buttered peas, in their pot. Or a blueberry pie with whipped cream. It can have whatever form, texture, taste, spices, or other qualities they can imagine. This ability can be activated 3/day Regardless, food created in this manner fulfills all dietary requirements, and completely satisfies them for 24 hours. It also cures wounds, as a potion of cure serious wounds (CL 20), as well as purging all poisons and diseases from their system. Furthermore, it grants complete immunity to poisons and disease, magical or not, for the next 24 hours. It also grants them fast healing 1 for the next 24 hours, as well as the benefits of a regeneration spell. Lastly, it ceases the aging process, preventing them from being normally or magically aged, for the next year. Effectively, the next year does not count for hitting the next age category. I'll add in the backstory and all that ASAP, but that's its power. The clever among you might already see the abuse, and thus the origin point for the backstory. Needless to say, it's the PC's job to destroy it, once and for all. This can only be done by undoing the ritual used to activate it, using someone who is NOT a wielder of it: Say all chants backwards, appropriate to the day, as well as Day 1- Create 1000 HP of greater than animal intelligence creatures within the circle. Day 2- 3 Blasts of Cold from an Ancient Dragon, at dawn, dusk, and midnight Day 3- Create 1000 Cubic Feet of edible plants in the circle. Day 4- Eliminate all air from the circle (this cannot disrupt the circle, or it fails), and keep it gone for the entire 24 hours. Day 5- Keep the spork bone dry, as you create a cubic foot per second of water, and drain it from the circle. Note that it can't even be moistened by the wielder's hand, that must also be bone dry (killing the limb). Day 6- The spork must be kept in utter darkness the entire 24 hours. Day 7- The circle must be erased in precisely the fashion it was drawn, undoing it. After the last of it is erased, someone with telekinesis (or mage hand, for that matter) must bend the spork into a perfect sphere. This releases a thunderous blast of energy, dealing 200d6 sonic damage to all creatures and objects in a 1 mile radius, and 100d6 to all creatures/objects in a 5 mile radius, and 10d6 to all creatures/objects in a 10 mile radius. Anyone killed in such a fashion follows the rules described above detailing the potential wielder's death. |