1001 Artifacts with a hisrtory/lore [Archive] - Wizards Community

Post/Author/DateTimePost
elven warriorXX

07-29-05, 04:57 PM
here you can post all those artifact ideas that murk about in your brain :) post how ever many you want, there is only one rule: do not steal from D&D books or other people, it has to be some thing you made :) well post away
green_yawgmoth

07-29-05, 05:34 PM
Here's one I was mulling over for an Eberron game I plan to run:

The fangs of Khyber
This intricately forged double sword appears to be created out of a single large Khyber dragonshard. It functions as a +3 keen vicious (both sides) double sword that has a base crit range of 18-20. If used to kill a living creature with >5HD, its soul is absorbed into the weapon, which can be used to power the weapons unique powers. As a free action, the wielder may expend X charges (soul) to grant both sides of the weapon an additional +X enhancement, or an ability (or abilties) worth a +X enhancement. If the wielder burns 20 charges and concentrates for 1 minute, he may summon a half-fiend shadow dragon of the wielder's CR, which remains for 1 hour and follows his commands as he interprets them.


http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif
elven warriorXX

07-29-05, 09:13 PM
Here's one I was mulling over for an Eberron game I plan to run:

The fangs of Khyber
This intricately forged double sword appears to be created out of a single large Khyber dragonshard. It functions as a +3 keen vicious (both sides) double sword that has a base crit range of 18-20. If used to kill a living creature with >5HD, its soul is absorbed into the weapon, which can be used to power the weapons unique powers. As a free action, the wielder may expend X charges (soul) to grant both sides of the weapon an additional +X enhancement, or an ability (or abilties) worth a +X enhancement. If the wielder burns 20 charges and concentrates for 1 minute, he may summon a half-fiend shadow dragon of the wielder's CR, which remains for 1 hour and follows his commands as he interprets them.


http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif
That is great :) anyone else?
elven warriorXX

07-29-05, 09:21 PM
SWORD OF THE GOLD KNIGHT
This sword was used by the legendary Gold Knight that help fight in the Knights war. He found it one day when he was 14 years old. He was walking by the sea on the corner of Iskim when he saw a hilt sticking out of a sand dune. He pulled it out and used it for his adventuring career. When this sword Attacks anything evil it gains a +20 on the roll and a +20 to damage.
Rallaster

07-29-05, 09:56 PM
SWORD OF THE GOLD KNIGHT
This sword was used by the legendary Gold Knight that help fight in the Knights war. He found it one day when he was 14 years old. He was walking by the sea on the corner of Iskim when he saw a hilt sticking out of a sand dune. He pulled it out and used it for his adventuring career. When this sword Attacks anything evil it gains a +20 on the roll and a +20 to damage.

I hope this was a joke.
om_dorastrix

07-29-05, 10:21 PM
The Sword of Valor

Long ago and nearly lost to time lived the legendary Kiefer Ironheart, Paladin of Heironous. Always valorious and always good he ventured with a rather large party of comarades sent to expel an infestation of demons in a cavern in the northern lands. All those who had approached the cavern never returned. Deep in the caverns the party had reached the source, a portal had opened to the abyss, Demons poured through like lava corrupting everything they touched. The assault forced the party back the demons were not far behind as the party passed through a narrow area in the cavern it began to collapse. A long steep narrow bridge began to collapse leaving the paladin separated from the rest of his party. He urged them forward and told them to collapse the tunnel as soon as they could, and he would hold them back. They made it out, he didnt. Stories paint the picture of Kiefer Ironheart wading into throngs of devils, halting their advance, fighting to the last some know for sure.

The swords of valor are a set of 5 +3 holy intelligent (EGO:29, LG, 10 int, 18Wis, 18 CHA) Adamantine longswords, they were commissioned by heironeous in rememberance of the sacrifice of Kiefer Ironheart. Each one contains an essence of Kiefer Ironheart and as such has all of the skills, spells and abilities of a 10th level paladin, and strives to further the cause of good.
As such this sword cannot be weilded by a character of evil alignment, if it is the sword bestows 2 negative levels on the creature and immediatley demands to be given to the nearest person of good alignment. If none are available it will choose someone neutral, and in an extreme case demand to be brought to the nearest church of any good god.
The sword never asserts its ego, it prefers to let the weilder grow and make his own decisions, that isnt to say that it doesent disagree or provide advice on the best and most lawfully good course of action. If weilded by an evil character it very well may assert its ego to get passed into the hands of a good character.
If the character commits an illegal or evil act the sword requires recompense, an atonement, the sword can cast the spell and provides half the XP for the spell.
The major benefit of these swords is the protection they give to their weilders, they grant a +2 luck bonus to all attacks, saving throws, and saves.
Each sword is telepathically linked to the others and knows at all times where the other ones are (but may or may not communicate this to their weilders) If more than one of these swords is brought to bear in the same battle they gain the ability mass cure serious wounds (3/day). they also gain the ability to cast True ressurrection on its weilder and retains that ability until the swords are separated by more than a mile.
elven warriorXX

07-29-05, 10:34 PM
I hope this was a joke.
Yep :D
elven warriorXX

07-29-05, 10:37 PM
The Sword of Valor

Long ago and nearly lost to time lived the legendary Kiefer Ironheart, Paladin of Heironous. Always valorious and always good he ventured with a rather large party of comarades sent to expel an infestation of demons in a cavern in the northern lands. All those who had approached the cavern never returned. Deep in the caverns the party had reached the source, a portal had opened to the abyss, Demons poured through like lava corrupting everything they touched. The assault forced the party back the demons were not far behind as the party passed through a narrow area in the cavern it began to collapse. A long steep narrow bridge began to collapse leaving the paladin separated from the rest of his party. He urged them forward and told them to collapse the tunnel as soon as they could, and he would hold them back. They made it out, he didnt. Stories paint the picture of Kiefer Ironheart wading into throngs of devils, halting their advance, fighting to the last some know for sure.

The swords of valor are a set of 5 +3 holy intelligent (EGO:29, LG, 10 int, 18Wis, 18 CHA) Adamantine longswords, they were commissioned by heironeous in rememberance of the sacrifice of Kiefer Ironheart. Each one contains an essence of Kiefer Ironheart and as such has all of the skills, spells and abilities of a 10th level paladin, and strives to further the cause of good.
As such this sword cannot be weilded by a character of evil alignment, if it is the sword bestows 2 negative levels on the creature and immediatley demands to be given to the nearest person of good alignment. If none are available it will choose someone neutral, and in an extreme case demand to be brought to the nearest church of any good god.
The sword never asserts its ego, it prefers to let the weilder grow and make his own decisions, that isnt to say that it doesent disagree or provide advice on the best and most lawfully good course of action. If weilded by an evil character it very well may assert its ego to get passed into the hands of a good character.
If the character commits an illegal or evil act the sword requires recompense, an atonement, the sword can cast the spell and provides half the XP for the spell.
The major benefit of these swords is the protection they give to their weilders, they grant a +2 luck bonus to all attacks, saving throws, and saves.
Each sword is telepathically linked to the others and knows at all times where the other ones are (but may or may not communicate this to their weilders) If more than one of these swords is brought to bear in the same battle they gain the ability mass cure serious wounds (3/day). they also gain the ability to cast True ressurrection on its weilder and retains that ability until the swords are separated by more than a mile.
this is realy good
Nani?

07-29-05, 10:39 PM
Here is a "template" magic item I designed and then a specific version of it with a history. It was originally posted on the Mature Think Tank:

Soul Mirror:

Several versions of this are known to exist, but in each case, the mirror reflects back at the wearer an alternate version of themselves or the in the case of certain versions, the soul of another. In each case, the viewer must resist the temptation to be caught up in the image and thus loose thier original self. Each viewing, the viewer views themself differently, such as a different race/sex, another proffesion/class (Wizard, Concubine, Peasant etc) or a monster template (Vampire).
The viewer must make a Will save at DC 25. If they fail, they the become the alternate version of themselves. All equitment and items are replaced with items appropriate to their "new" self or are subtlely altered (for example a longsword becomes more "elven"). The effect may either be gradual or instant, but once they have aqquired the template they must make a DC 25 will save based on thier original attributes to retain knowledge of thier former identity (what do you mean I haven't always been an elf) or to retain any desire to return to thier former identity (I'm so much better off now) or both as appropiate to the template.
A viewer may only be effected once any one mirror with one certain exeption. Some mirrors require anyone who has failed thier intial save but made any secondary saves who looks at the mirror again again must remake those secondary saves. Only a wish will restore the victim once the change is complete.
Each mirror has either an instant or gradual attribute as well as a one of the following attributes: Specific, Personal, or Serial:

Instant: The change is instant they make the appropriate saves and the effects take place immediately. They become an elf, the opposite sex, a member of specific profession with no reaction time from others.

Gradual: As above, but in this case one attribute, class level, racial ablitiy, step in an alignment shift, is exchanged after a given time period, whether it is a turn, round, day, etc until the transformation is complete.
The progress can be halted with a remove curse or dispel magic against a level 20 caster casting a 9th level spell.
While the change is in progress, a restoration reverses one change (But that doesn't mean the attribute won't change back the next day) and a greater restoration spell restores the character to thier orginal state. However, another greater restoration must be used to prevent the person from again gradually starting to change.
Once the change is half complete the character must make a Will save DC 20 any time they are given a chance to stop or reverse the change. If they fail, at that moment they find that proposition highly undesirable and will resist with any means at thier disposal.

Specific: All characters are effected the same way. These are often used to intagrate others into a specific enviroment (harem, racial community, religous order etc).

Personal: The viewer sees themself as they would have been if they had made if thier life had take na different route or something they fear. Examples might include never meeting a specfic mentor, had not run away from home, being born elven rather then half elven etc.

Serial: The victim takes on the attributes and identity of the last person to fall victim to the mirror.

If the change includes class levels: If this involves class levels, the person's class levels are exchanged one for one with the designated class and if needed the primary attribute of the former class is switched with the primary attribute of the new class. All skills are replaced skills appropirate to the new class. Hit points are rerolled. Feats that are class specific or imply training are replaced with feats relevent to the new class. Any bonus feats for race are lost or gained as appropriate.

For example: A 4th level fighter changed into a wizard would become a 4th level wizard. His 16 Str and 10 Int would become a 10 Str and 16 Int. The former fighter would loose his fighter feats but gain scribe scroll as a bonus feat. He would be dressed appropriatly, and find a spell bood in his backpack. If he failed his second will save he would see it as his treasured spell book that he has had for years.

Alignment Change: The character makes the minumum alignment change to meet any new class or template powers unless something in the image specifies otherwise. Examples of what that might be include but are not limited to: Holy symbols, badges of office, items that have specific purposes.
If the change is gradual: One shift toward the desired alignment is considered a change. For example a CG character is turned into an LN Aristocrat, they would shift to NG, LG, then LN. These changes should be thrown in at even intervals as the change is taking place. If said character was 8th level, the alignment shifts would take place after switching levels 0, 2, 4, and 6 or after 2, 4, 6, 8, as the GM decided.

Sex Change, Gradual

1. Body hair starts to change, facial starts to stop/start growing, Bald spots begin to fill in. In very hairy males, hair starts to thin/get thicker. This is a continuing process. Characters must make DC 20 will save to continue actions that are "stereotypical" such as cutting hair short/letting it grow out. At first, they may not quite know why they feel this way.

2. Character, height/weight adjusts to the apprpiate to the new sex. This happens slowly over. This takes place over the entire period designated be it a day or week. Clothing sags or is tight as appriopriate.

3. Voice/hormonal changes. Also at this point, inspection of genitals/etc will be noticably "in transition".

4. Genitals, hormones, etc is almost complete and only very minor features (a bald spot not quite filled in for example) are reminders of that the person was anything other then thier new sex.

5. Change is complete make the appropriate saves.


Now, the Specific Version

Mirror of the Houri (Specific, Gradual): This mirror was granted as a wish to a Sultan Ali of Batra from an Effreet. The ruler wished to have the most beautiful, loyal, skilled Harem in all creation.
He first tested it on slaves and then prisoners in his dungeons, finally he used it on those officals who warned him against his excesses and debauchery. When his people finally revolted, he was the last person to view themselves in the mirror, just before it was dumped into the canal by rioting citizens and Batra burned to the ground over a 1000 years ago.

It may indeed lie still in the dried up river bed.

I think otherwise.

You remember the Wizard Chang Cho? They said he led an expedition to the ruins of Batra. Never seen again.

Of course you know about the House of Spring Joy in Luppur? The owner, Ming, she has the same golden skin and straight black hair as old Chang. It opened not long after Chang vanished.
And the delights........whoa, .....truely, Paradise cannot match it.

Remember Yater, he went with me when we visited. Always short on silver, that one and this time was no exeption. Well, they took him away.....and the next day a beautiful women joined our carvan bound for Qutar. She was supposed to be a gift for some decadent monk..... head of the Red Hats I think.
But those eyes, same grey as Yater. You know what else, a scar on her leg, same place the bandits we fought nicked Yatar.


In each case, the viewer see themselves as a beautiful, loyal, and talented courtisan. The change takes place in rounds. Thier age shifts to age 15+1d6 old female, alignment shifts to a Neutral (loyal to their patron but uncaring about thier character) and they gain class levels as a Charisma based Expert.
BRJN

07-29-05, 10:53 PM
Idea for Testament (Biblical d20):

This bronze sickle-sword appears during the time of the Judges. It seems to have been blessed by Dagon, the Philistine god. The Philistines had iron, so the bronze sword is actually old-fashioned and obsolete to them. However, the Philistines' primary enemy is the Israelites, who have almost no metalworking at all ! So the bronze sword is a formidable weapon against them. Usually found in the hands of a non-warrior, it offers a +1 to-hit bonus and can Create Water, enough to keep 1 person alive in the desert per day. Often encountered near Desert Hermits or oases or merchant caravans passing between Philistia and Egypt.
elven warriorXX

07-30-05, 12:12 PM
Here is a "template" magic item I designed and then a specific version of it with a history. It was originally posted on the Mature Think Tank:

Soul Mirror:

Several versions of this are known to exist, but in each case, the mirror reflects back at the wearer an alternate version of themselves or the in the case of certain versions, the soul of another. In each case, the viewer must resist the temptation to be caught up in the image and thus loose thier original self. Each viewing, the viewer views themself differently, such as a different race/sex, another proffesion/class (Wizard, Concubine, Peasant etc) or a monster template (Vampire).
The viewer must make a Will save at DC 25. If they fail, they the become the alternate version of themselves. All equitment and items are replaced with items appropriate to their "new" self or are subtlely altered (for example a longsword becomes more "elven"). The effect may either be gradual or instant, but once they have aqquired the template they must make a DC 25 will save based on thier original attributes to retain knowledge of thier former identity (what do you mean I haven't always been an elf) or to retain any desire to return to thier former identity (I'm so much better off now) or both as appropiate to the template.
A viewer may only be effected once any one mirror with one certain exeption. Some mirrors require anyone who has failed thier intial save but made any secondary saves who looks at the mirror again again must remake those secondary saves. Only a wish will restore the victim once the change is complete.
Each mirror has either an instant or gradual attribute as well as a one of the following attributes: Specific, Personal, or Serial:

Instant: The change is instant they make the appropriate saves and the effects take place immediately. They become an elf, the opposite sex, a member of specific profession with no reaction time from others.

Gradual: As above, but in this case one attribute, class level, racial ablitiy, step in an alignment shift, is exchanged after a given time period, whether it is a turn, round, day, etc until the transformation is complete.
The progress can be halted with a remove curse or dispel magic against a level 20 caster casting a 9th level spell.
While the change is in progress, a restoration reverses one change (But that doesn't mean the attribute won't change back the next day) and a greater restoration spell restores the character to thier orginal state. However, another greater restoration must be used to prevent the person from again gradually starting to change.
Once the change is half complete the character must make a Will save DC 20 any time they are given a chance to stop or reverse the change. If they fail, at that moment they find that proposition highly undesirable and will resist with any means at thier disposal.

Specific: All characters are effected the same way. These are often used to intagrate others into a specific enviroment (harem, racial community, religous order etc).

Personal: The viewer sees themself as they would have been if they had made if thier life had take na different route or something they fear. Examples might include never meeting a specfic mentor, had not run away from home, being born elven rather then half elven etc.

Serial: The victim takes on the attributes and identity of the last person to fall victim to the mirror.

If the change includes class levels: If this involves class levels, the person's class levels are exchanged one for one with the designated class and if needed the primary attribute of the former class is switched with the primary attribute of the new class. All skills are replaced skills appropirate to the new class. Hit points are rerolled. Feats that are class specific or imply training are replaced with feats relevent to the new class. Any bonus feats for race are lost or gained as appropriate.

For example: A 4th level fighter changed into a wizard would become a 4th level wizard. His 16 Str and 10 Int would become a 10 Str and 16 Int. The former fighter would loose his fighter feats but gain scribe scroll as a bonus feat. He would be dressed appropriatly, and find a spell bood in his backpack. If he failed his second will save he would see it as his treasured spell book that he has had for years.

Alignment Change: The character makes the minumum alignment change to meet any new class or template powers unless something in the image specifies otherwise. Examples of what that might be include but are not limited to: Holy symbols, badges of office, items that have specific purposes.
If the change is gradual: One shift toward the desired alignment is considered a change. For example a CG character is turned into an LN Aristocrat, they would shift to NG, LG, then LN. These changes should be thrown in at even intervals as the change is taking place. If said character was 8th level, the alignment shifts would take place after switching levels 0, 2, 4, and 6 or after 2, 4, 6, 8, as the GM decided.

Sex Change, Gradual

1. Body hair starts to change, facial starts to stop/start growing, Bald spots begin to fill in. In very hairy males, hair starts to thin/get thicker. This is a continuing process. Characters must make DC 20 will save to continue actions that are "stereotypical" such as cutting hair short/letting it grow out. At first, they may not quite know why they feel this way.

2. Character, height/weight adjusts to the apprpiate to the new sex. This happens slowly over. This takes place over the entire period designated be it a day or week. Clothing sags or is tight as appriopriate.

3. Voice/hormonal changes. Also at this point, inspection of genitals/etc will be noticably "in transition".

4. Genitals, hormones, etc is almost complete and only very minor features (a bald spot not quite filled in for example) are reminders of that the person was anything other then thier new sex.

5. Change is complete make the appropriate saves.


Now, the Specific Version

Mirror of the Houri (Specific, Gradual): This mirror was granted as a wish to a Sultan Ali of Batra from an Effreet. The ruler wished to have the most beautiful, loyal, skilled Harem in all creation.
He first tested it on slaves and then prisoners in his dungeons, finally he used it on those officals who warned him against his excesses and debauchery. When his people finally revolted, he was the last person to view themselves in the mirror, just before it was dumped into the canal by rioting citizens and Batra burned to the ground over a 1000 years ago.

It may indeed lie still in the dried up river bed.

I think otherwise.

You remember the Wizard Chang Cho? They said he led an expedition to the ruins of Batra. Never seen again.

Of course you know about the House of Spring Joy in Luppur? Now, that the owner, Ming, she has the same golden skin and straight black hair of old Chang. It opened not long after Chang vanished.
And the delights........whoa, .....truely, that Paradise cannot match it.

Remember Yater, he went with me we visited. Always short on silver, that one. Well, they took him away.....and the next day a beautiful women joined our carvan bound for Qutar. She was supposed to be a gift for some decadent monk..... head of the Red Hats I think.
But those eyes, same grey as Yater. You know what else, a scar on her leg, same place the bandits we fought nicked Yatar.


In each case, the viewer see themselves as a beautiful, loyal, and talented courtisan. The change takes place in rounds. Thier age shifts to age 15+1d6 old female, alignment shifts to a Neutral (loyal to their patron but uncaring about thier character) and they gain class levels as a Charisma based Expert.
0_0man that is cool lol
Mysthack

07-30-05, 01:24 PM
just a small comment, elvenXX, you should probably stop quoting peoples entire object, it just gets obnoxious when I read it the first time, then have to scroll past it in your quote. Instead just say good job to whoever did it. Other than that, great job on making this thread. ;)
Alynn

07-30-05, 01:53 PM
Prism of Soul Stealing
A long time ago, during the beginning of the race wars, a Hobgoblin Necromancer/Cleric of Wee-jas/Mystic Theurge named Ket'Malg embarked on the ignoble task of creating a necromatic weapon of dire proportions to give the goblinoids a distinct advantage.
He spent months loading a simple glass prism with nothing but negitive energy spells, after the prism was practically rumbling with negitive energy power, the Necromancer placed an Animate Dead, and Create undead upon the prism. Then finally just as he was placing Create Greater Undead upon the prism, he was pulled directly into the prism itself.
The prism was deemed by the hobgoblins to be too powerful for it's own good, and was buried to the west of what is now the town of Raikers. About 30 years later, as the race wars were reaching their full brutality, a group of Kobolds, trying to recoup after nearly being destroyed in the war began to excavate themselves a home in the same hill the Prism was buried. As their members died from cave in's and exhaustion as they built their new home, they returned to life within a few days, life being subjective as they came back as zombies, skeletons, ghouls, ghasts and the like. The Kobolds soon believed they were on a place of great power, and changed their excavation of a home, to the excavation of a temple. They came across the black prism, and any that touched it would either die outright, or be subjected to bedrest for many days. So they would not have to move the prism, they built the main chamber around the prism, and placed it on a pedistal, that lowered into the chamber floor. This was a security device for their new religious Icon.
The Kobolds bolstered by their new necromatic icon raised an undead army, bringing all their dead and dying to the temple. The most interesting thing about this, was that some of the zombies and skeletons returned, being as strong as their former living selves. These individuals were deemed as "chosen" to become Dire Skeletons and Dire Zombies. For ten years the Kobolds bided their time, then eventually brought forth their army, and centered on the race which nearly wiped them out; the humans.
With the growing threat of Kobold zombie hoards threatening the human plains, and the goblinoids gaining ground in the Mosswood forest, the Elves and humans, although before bitter enemies, forged a tentitive alliance to take out both threats. Elven, and human rangers snuck deep into enemy territory to find out about the source of the Kobold power, they succeded, but at a terrible cost. Of the ten to depart, only two returned, one a gibbering idiot, the other badly hurt. But the location of the temple was discovered, and a plan was forged.
The humans showed the elves how to mount their ballista's on carts, the same as the humans have with their catapults and trebuches. A large force of catapults, trebuches, and ballista, accompanied by a division sized protection force made it's way to the temple. It was quickly reduced to rubble. This victory took the Kobolds firmly out of the war, and created the first of the many alliances that helped the upper races win the war.
However because of the security system and the Kobolds ability to create strong underground dwellings, the prism survived.
It remained buried and undisturbed, and in fact dormant, for well over 200 years. It still sits there in its shrine, waiting for some poor soul to come and claim it.
------------------------------------------------------------------------
The prism absorbs any life around it, any living creature within five feet of the prism takes 1d4 damage per round, touching the prism deals 1d8+5 damage to the toucher, holding the prism does 2d8+10 damage per round held. Every HP of damage delt gives the prism power to raise dead, 1HD per HP drained.

Every night at midnight the prism raises dead in a 250 foot radius by the following table:
d%
1-40 2d10 HD of skeletons and zombies
41-60 4d10 HD of Dire Skeleton's and Zombies
61-80 4d10 HD of ghouls ghasts
80-95 1d10 of skeletons and zombies, 2d10 of dire skeletons and zombies
96-100 All the above

A dire Skeleton and zombie follow all the normal template rules for creating zombies and skeletons, except they keep their weapon and armor proficincies, and you use their class HD to determine the skeleton's or zombies HD. They are just a tougher version of normal zombies and skeletons, still unintelligent.

The prism radiates evil as a 20th level cleric for determining aura, and acts as if it has a circle of protection good on it at all times.

The prism has mild intelligence, and will raise any dead around it to attack anyone trying to destroy it, The prism has a hardness of 5 and 35 hp. Positive energy attacks bypass the hardness. If destroyed, it explodes dealing 1d8 negitive energy and 1d6 slashing damage in a 10 foot radius.
-----------------------------------------------------------------------
IMC my players destroyed this artifact....
elven warriorXX

07-30-05, 03:33 PM
okay :) ty Mysthack
Nani?

07-31-05, 01:14 PM
not a problem.
elven warriorXX

07-31-05, 06:39 PM
any more?
chrisnd

07-31-05, 08:43 PM
I have one.

This was in response to one of my regular players who uses a rapier (no one ever uses a rapier). One day during a session, I mentioned that one of the NPC's they were meeting had a wonderful sense of humor and was very witty. He said "Oh, like a rapier whit." I ended up designing a magical weapon, quite apply named "Whit" - he is of course, a rapier.

One other note of importance. The Gem in the pommel is a made-up magic item that I created in my campaign. It is called a Gem of Souls, and it holds the souls of those unfortunate victims of a Demi-Lich's power. This is the reason behind why the Gem in the pomell of the rapier is the source for Whit's power. Enjoy:

Rapier “Whit”

The fabled Gem of Souls has finally found a way in which its sentient nature can be used in a manner other than as a simple warning beacon. Imbedded in the pommel of a masterwork rapier, the souls trapped within the Gem have finally regained their opportunity to advance their cause of revenge against the being that put them into Gem ages ago.

Over time, the few stronger souls trapped within the Gem began to see the benefit of being intimately connected with a weapon. With a tremendous amount of personal power, those trapped can have a significant impact over the willpower of the individual wielding the weapon. In fact, at times, the souls have the ability to dictate the actions of anyone wielding the weapon in an effort to destroy undead with complete and reckless abandon.

Whit has the following powers, all usable in an attempt to further its final goal of destroying the Gem of Souls’ creator:

* Whit’s alignment is chaotic good, and will only allow itself to be wielded by one of CG or NG alignment. When wielded by someone of any other alignment, Whit effectively shuts down and becomes nothing more than a +1 rapier.
* Whit has the following attribute skills – Int 14, Wis 16, Cha 19
* Whit has the ability of both speech and telepathy. Because of the vast collection of souls held captive in Whit’s pommel gem, Whit is proficient in the following languages: Common, Elven, Dwarven, Draconic, Celestial, Infernal.
* Whit is normally a +2 weapon
* Against undead, the weapon is a +4 weapon, and deals an additional 2d6 damage vs. undead (as per the weapon trait holy).
* On a natural “to hit” roll of 20, the undead hit by Whit must make a fortitude save vs a DC of 10 + base damage dealt on that hit (not modified by the “critical hit” modifiers or the bonus holy damage, but including the weapon enchantment bonus and any strength bonus) or be destroyed as to the disruption special weapon ability.
* Whit can detect undead at will with a radius of 30’. When undead are detected per this ability, Whit will become agitated, and begin verbally speaking in an attempt to get its wielder to attack the undead.
* Whit can cast light per the spell at will. The light is centered on the blade, at a caster level of 20.
* When Whit is responsible for killing any undead, a number of souls equal to the HD of the undead slain are freed from the Gem. This amount translates into hit points “healed” to the wielder. Due to the age of the Gem and the millennia in which the lich was adding souls to the gem, the number of souls in the gem is considered “unlimited”.
* Whit imbues the effect of the spell true seeing at 20th level on the wielder at will.
* Whit grants a +2 luck bonus on all saving throws when wielded, adds a +2 deflection bonus to AC, and grants Spell Resistance of 15.

Whit will go to great lengths to destroy as many undead as is feasibly possible. As such, at the beginning of any encounter in which undead are involved, the wielder must make an Ego Check against the incredibly compelling power of Whit to destroy undead at any and all cost. Whit’s Ego is 29. The Ego Check is a roll of D20 + ˝ of the character level + INT modifier + WIS modifier + CHA modifier. If the Ego Check is lower than Whit’s Ego of 29, Whit commands the wielder to head directly towards the nearest detected undead and engage in a relentless attack, caring little for their own well being. The luck bonus, AC deflection bonus, and the Spell Resistance are inactive during this relentless attack situation, and the wielder loses their dexterity bonus to their AC. No other weapons may be used in the combat, nor can spells (whether arcane or divine) be cast during that combat. Once that particular undead target is destroyed, the next closest undead becomes the new target of Whit and its wielder. If Whit is in control, his control remains dominate throughout the entire encounter, regardless of the number of undead present. At the end of the encounter, if the wielder was subjected to a relentless attack, he becomes fatigued as per the barbarian following the use of his rage special ability. Whit’s wielder may attempt to make an Ego Check in an attempt to control Whit before any undead are detected (in a rather vain effort to keep Whit quiet while hiding, stalking, tracking, or other method of “subterfuge” that requires complete silence). However, if that Ego Check fails, Whit becomes brash, loud, and otherwise unruly for a period of time equal to 1 minute per the difference between Whit’s Ego and the Ego Check roll.

Due to the inherent level of undead activity imbedded in the Gem itself, the pommel and handle of the weapon are cold to the touch. Gloves or gauntlets of some sort must be worn while Whit is wielded to protect the owner from minor frostbite burns. However, in the same sense that the handle is cold, the blade itself is also hot. Touching the blade without some sort of protection from gloves or gauntlets will cause the person touching it to experience very unwelcome first-degree burns.
Jayr

07-31-05, 09:44 PM
Amulet of the Clockwork Soul

In the shape of a golden gear the size of a human's outstretched hand and set with a single, peerless diamond, this amulet glows with magical power. The gear was taken from the chest of the minion of an epic erinyes wizard, the diabolically infused, paragon, advanced spirit naga effigy Sezzath Black. Aeons ago, a group of adventurers destroyed Sezzath Black, scattering the cogs and plating of his body throughout the multiverse. However, the spirit of Sezzath Black was not so easy to put to rest. The thirteen largest cogs within his body absorbed the essence of the devil that controlled him resisted destruction. They were transformed into thirteen powerful artifacts: the amulets of the clockwork soul, powerful cursed items that are the key to returning Sezzath Black to his full power. Once each of the amulets has stolen a soul, Sezzath Black will return to the Material plane-- and once he does, what will happen not even the gods know.

The wearer's skin becomes hard and gains a glassy texture, and his mind becomes sharp and analytical. He gains a +4 enhancement bonus to Strength, Constitution, and Intelligence and natural armor of +8 (this does not stack with the character's existing natural armor, if any). He can use animate objects at will. Additionally, once per day the wearer can transform into a shield guardian as though by the polymorph spell. These effects are at caster level 20th.

However, the powers granted by the amulet of the clockwork soul carry considerable costs. Every day, the wearer must make a Will save (DC 20) or take 1 point of permanent Wisdom and Charisma drain. If the wearer's Wisdom or Charisma score is already at 1, they take no further drain to that score. The wearer is oblivious to this effect, but characters who interact with him can make Sense Motive checks (DC 25) to notice that he is becoming colder and less intuitive than normal. At this point, the amulet begins to resist removal; it can only be taken off by a wish, limited wish, break enchantment, or miracle spell.

Once the wearer's Wisdom and Charisma have reached 1, the amulet is ready to meld into the vulnerable host. The amulets of the clockwork soul only seek the most powerful hosts to power the return of Sezzath Black; any creature with less than 10 HD that has its Wisdom and Charisma drained to 1 by the amulet simply dies instantly without a save. If the wearer has 10 or more HD, however, he faces even greater peril. Every day, the wearer must make a Will save (DC 20). On a failure, the amulet melds into the wearer's chest, directly over his heart. Trying to remove the amulet causes the wearer intense pain; if the amulet is successfully removed (and this can only be accomplished with magical assistance), the wearer dies. Once the amulet has merged with its host, only a wish or miracle spell can remove it without harm.

After the melding, the wearer becomes further removed from the concerns of living creatures, suffering a -1 penalty to Intelligence-, Wisdom-, and Charisma-based checks each day. These penalties stack. Once the penalties have reached -10, the wearer becomes completely withdrawn from thought. His Intelligence score becomes --, and his body becomes an inanimate doll. It can still be manipulated by compulsion spells such as dominate person, and if the body is animated by animate objects or a similar spell it uses the amulet wearer's statistics instead of those of an animated object. The wearer's soul departs the body and comes, in gem form, into the possession of Sezzath Black. The amulet remains attached until removed by magic.

Sezzath Black: CR 25; Huge construct; HD 27d10+40 plus 324; 594 hp; Init +12; Spd 120 ft. (8 squares); AC 48 (touch 40, flat-footed 40); BAB +18; Grp +43; Atk sting +56 (3d6+35 plus poison); Full atk sting +56 (3d6+35 plus poison) and bite +51 (1d6+27); Space/Reach 10 ft./5 ft.; SA fear aura, spell-like abilities; SQ damage reduction 15/admantine and 10/epic, fast healing 20, resistance to cold and fire 10, spell resistance 48, summon devil, telepathy 100 ft.; AL LE; SV Fort +21, Ref +29, Will +31; Str 41, Dex 26, Con --, Int 26, Wis 26, Cha 26.

Skills and Feats: Balance +10, Bluff +29, Climb +36, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +21, Intimidate +31, Jump +42, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31; Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (sting), Iron Will, Power Attack, Quicken Spell-Like Ability (fireball).

Fear Aura (Su): Sezzath Black can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 31 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Devils are immune to the aura.

Spell-Like Abilities: At will-— blasphemy (DC 29), create undead, fireball (DC 25), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 31), persistent image (DC 27), power word stun, unholy aura (DC 30); 1/day—- meteor swarm (DC 31). Caster level 18th. Once per year Sezzath Black can use wish as the spell (caster level 20th).

Summon Devil (Sp): Twice per day Sezzath Black can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.
elven warriorXX

07-31-05, 10:22 PM
this is good stuff guys :) keep posting