Artifact Powers (ideas Needed). [Archive] - Wizards Community

Post/Author/DateTimePost
Birrak

02-09-06, 08:41 PM
I am currently Dm'ing a very long running campaign with two rogue characters, both about 16th char level.
Both have above average stats, reasonable equipment.
Both have PC temple raider.
One has levels in cleric and shadow dancer as well, the other has levels in fighter and wizard. (as it is only a 2 player campaign they have spread their abilities fairly thinly to cover all bases but primarilly they are both rogues).

Over the last 6 years or so (real time) it is becomming increasingly difficult to think up new adventures and ideas for them, However I have a great hook.

These two have travelled very extensivelly and while not entirely evil have certainly caused their own fair share of problems in their travels.
I intend to have a NPC party of 4 (clases as yet undecided, any ideas would be appreciated) which in back story they met when they were very low level make it their mission in life to track down and kill these two rogues.

The rogues have travelled through continents, planes and time but as they have advanced in power so has the party tracking them.

In a final game I wish to give them the greatest challenge and meet this party. (all probably around 13-15th level).

Finally I get to the point....
The tracking party of 4 has been on a side adventure to find/create a specific "rogue Bane" weapon, major item or artifact to assist them in their mission.

If anyone has any ideas on powers for this item, item type or even what character classes would be good for the party of 4 I would be most appreciative.
I di have some good ideas but any extra is a help.
rgds
Argon_Asimov

02-09-06, 09:58 PM
Without having seen the player's specific abilities, here's something that the rogue-killer party might find useful.

[Lawful Nuetral Deity]'s World Leveler

The implement crafted in shining platinum and gold seems to illuminate everything around it. It is a thin, elongated square prism; its edges as keen and perfectly square, almost sharp. All along the shaft, there are thick, clear, crystal chambers set into the metal casing. Each chamber is nearly filled with a pure, clear, and highly viscous liquid. When the staff is held level, the bubble in each chamber is entirely bounded between two hoops of gold that bind the chamber.

(Note that this function of the staff works even in the absence of gravity, the artifact produces a small, localized gravity field within itself when it is moved out of a major gravitational field)

This is a +4 axiomatic longstaff, but its true power is activated when it is held level (DC10 Dexterity check) and the command word is spoken. The staff emits a blinding light that totally illuminates anything within 500ft. The reflected light of the staff is sufficient to illuminate anything in the area, regardless of Line of Effect, unless it is totally enclosed. The artifact then becomes totally immobile (as an Immovable Rod).

Furthermore, any living creature within the area when the artifact was activated, or who enters it during the effect, cannot leave the area by any means unless they take a standard action to move through the boundary, and succeed on a DC30 will save. This includes extra-planar travel of all kinds. The staff's power has the effect of a Faerie Fire and a Slow spell cast on all living creatures in its range, with no saving throw. These effects may only be dispelled by succesfully supressing the magic of the artifact.

The effect lasts for 1d4 hours and may be used once per day.
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So, if the rogue-killer party gets thier hands on this, and if they can get close enough, they could trap your PC's and force them into a fight. Furthermore, they will not be able to use invisibility of any kind, and they will only be able to take 1 action each round, making it hard for them to set up sneak attacks. Also note that thier won't be any shadows to jump through! I know that your party isn't pure-rogue, but the other party dosn't know that, they would just go after the best artifact they heard of for killing rogues : o.
kinjojones

02-10-06, 12:57 AM
Somekind of magic armor that has the property that anytime sneak attack damage is dealt to the wearer that damage is negated. The person who dealt the sneak attack damage must then make a fortitude save with a suitable epic DC or take all damage the would have dealt on the sneak attack. A successful saves means they only take half.

A conduit that spells can be stored in and cast out of. Spells that are cast out of it that require a save (reflex, fort, will, etc.) the save DC is increased a suitable amount and also has the ability that forces people who make saves against these spells to roll twice and take whichever result is lower.

Somekind of device that when activated causes terrible luck and mental frustration within a certain radius for whatever amount of time you think is appropriate (1d4 rounds, hours, whatever). Anytime anyone tries to use a skill or power based on DEX or INT their nueral pathways are disrupted appreciably. All bonus spells memorized due to INT score are lost as if cast (wizard may choose which spells are lost) however they are still able to cast spells up to the level their INT score allows. They count as a caster level -3 when determining spell effects/DCs but this does not hamper their ability to cast higher level spells. For instance a 12th level wizard cast the 7th level spell Delayed Blast Fireball which should do 12d6 of damage, however it only does 9d6 and the Reflex save is 10 +Spell level -3-INT Bonus or in this case 10+4-4= DC 10 assuming the wizard has 18 INT. They suffer a 35% Arcane Spell failure that stacks with any they already have. INT and DEX based skills when used in a check only half the ranks are added rounded down and any bonus do to High Stats are actually counted as negative modifiers and a modifier that was already negative counts doubly so. DEX modifiers to AC are now counted as penalties. AN 18 DEX usually gives you +4 dodge bonus now gives you -4, an already negative modifier counts doubly so. Dex bonus to Reflex saves now count as penalties just like above however bonuses granted by level increases remain intact.