Ary'Velahr'Kerym, the Warblade (4E)

Post/Author/DateTimePost
#1

paulstrait

Mar 17, 2010 4:27:21
Here is my attempt to bring the famed Elvish Warblade to 4E.  I envisioned this item somewhat bridging the Paragan/Epic tiers.  Part of the lore for this item is that it remains bound for life to a worthy wielder -- other than that, I think this is true to the 4E artifact mechanics.  

It was important to me to represent all of its 3.5 powers in 4E (with the exception of detect good / detect evil, since things just don't really work like that in 4E).  It was also important to me that the artifact be relevant from the upper third or so of paragon all the way to level 30; to reflect that, I expanded its concordance a little bit.

Feedback very welcome (in my campaign, the PCs will probably find this item in about 2 levels, so I've got plenty of time to tweak it).

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Ary’Velahr’Kerym, the Warblade, is a +4 Righteous longsword. 


The blade of this longsword shines like polished silver, remaining perfectly reflective no matter what punishments it endures.  Blue and silver flames lick incessantly along the blade, quillions, and pommel, and they harmlessly surround the wielder’s hands whenever the blade is drawn.  At the seat of the blade is an Elven rune meaning “weapon,” which is commonly used as a sword mark.


Enhancement: +4 attack rolls and damage rolls


Critical: +4d6 damage 


Property: On a critical hit, you deal +4d8 instead of +4d6 against evil and chaotic evil creatures. 


Property: Gain a +5 to diplomacy checks when dealing with creatures that have the fey subtype. 


Property:  The wielder ages only one year for every two years that pass while he possesses the Warblade. 


Property:  The Warblade bonds to its owner, so that the owner can summon the Warblade to his hand as a minor action as long as it is somewhere on the same plane.  Once bonded, it remains bound until the character's death, or until he commits some grievous sin against either the forces of Good or against the Elven people.  


Property:  The wielder can use the Warblade as an implement. 


Special: Owner must be an elf, half-elf, or eladrin, and must be of the 'good' alignment. 


Power (Daily): Free Action. Use this power when you hit with the weapon.  The target is dazed until the end of your next turn. If the target is evil or chaotic evil, the target is instead dazed (save ends). 



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Angered (0 or lower) 


The Warblade holds its wielder in contempt, deeming him utterly unworthy.  The Warblade will not remain in his possession for long. 


The Warblade's enhancement bonus drops to +3 (critical = 3d6/3d8) 


Special:  You take a -5 penalty to attack rolls and damage rolls against any creature other than drow, orcs, and goblins.  This applies to all of your attacks, including those made with other weapons.


Special:  The dazing daily power only functions against evil and chaotic evil creatures.



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Unsatisfied (1-4) 


The wielder is fighting against elves or against elven causes, or is aiding the forces of evil.  The Warblade is not pleased.  If the wielder does not change his ways, the Warblade will soon depart. 


Special:  You take a -2 penalty to attack rolls and damage rolls against any creature other than drow, orcs, and goblins.  This applies to all of your attacks, including those made with other weapons. 


 


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Normal (5-11) 


The Warblade is reserved and cautious with a new wielder until the character proves his worth and dedication. 


 


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Satisfied (12-18) 


The wielder has proved to be a worthy representative of the elves, and the Warblade does its wielder's bidding as long as the bearer remains worthy. 


Corellon's Mighty Strength -- Power (Daily): Minor Action. Until the end of the encounter, you gain a +4 item bonus to melee damage rolls. 



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Pleased (18-24) 


The Warblade is clearly in tune with its wielder at this point, and together they're doing the will of Corellon.    


The Warblade's enhancement bonus increases to +5 (critical = 5d6/5d8) 


Corellon's Blade Barrier-- Power (Daily): Conjuration, Divine, Implement; Standard Action; Area wall 5 within 10 squares; Effect: You conjure a wall of contiguous squares filled with spinning blades of astral energy that lasts until the end of your next turn. The wall can be up to 5 squares long and up to 2 squares high. The spaces occupied by the blade barrier are difficult terrain. If a creature enters the barrier’s space or starts its turn there, it takes 5d6 + Wisdom modifier damage plus ongoing 10 damage (save ends).  Sustain (Minor): The barrier persists. 


 


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Delighted (25-30)


The Warblade is very pleased with its wielder, and is excited to be bound to such a legendary Elvish hero.


Property:  When the wielder drops to zero hit points, he does not fall unconscious during any round in which he makes at least one melee attack against a follower of Llolth or Gruumsh.  The wielder still dies when he takes damage that reduces his hit points to his bloodied value expressed as a negative number. 


 


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Rapturous (31 and higher)


The Warblade is ecstatic; it regards its bond with its wielder to be the fulfillment of its destiny on behalf of Elvenkind.


The Warblade’s enhancement bonus increases to +6 (critical 6d6/6d8).


Property:  Aura of Goodness – Power (Daily):  Minor action.  You call forth an aura of goodness (aura 1) that lasts until the end of your next turn.  Any evil creature that starts its turn within the aura takes 15 damage and is knocked prone.


Special:  An exarch or angel in the service of Corellon might occasionally emerge from the Warblade to give you prophetic guidance of send you on a quest.  It won't fight for you.


 


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Concordance:


Starting Score = 5


Owner gains a level = +1d10


Owner has a charisma of 15 or higher = +2


Owner completes a quest on behalf of elvenkind = +1


Owner slays a follower of Llolth (max 1/day) = +1


Owner or an ally attacks an elf (max 1/enc) = -2


Owner commits a questionably evil act = -2


Owner commits an unambiguously evil act = -5


 


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Moving On


The warblade only moves on if it is unsatisfied for more than a year, or if it becomes angered and no immediate effort is made to atone.   When the Warblade decides to move on, it refuses to be held, and makes a single attack (+30, 2d8+11) against the wielder.  If the former wielder or his allies try again to reclaim the Warblade, it attacks furiously for 2d6 rounds.


If the Warblade is not unsatisfied or angered, it will remain bound to its wielder for life. 


 




 
#2

18DELTA

Mar 17, 2010 4:29:27
Oh hell yeah!!!!!

Looks good.
#3

Diffan

Apr 03, 2010 17:18:39

Excellent idea. I think i'll try to incorporate this into a campaign of mine. Good job!

#4

paulstrait

May 13, 2010 21:45:48
My player finally has this, and he was anxious for more ways to change its concordance, so I expanded the list.  Anyone who is using this item might find this useful:

Concordance:
Starting Score = 5
Owner gains a level = +1d10
Owner has a charisma of 15 or higher = +2
Owner completes a major quest on behalf of elvenkind = +4
Owner accomplishes something so important that it is worthy of recognition in history books more than 1000 years later: +4
Owner makes peace between elvenkind and a longstanding enemy = +3
Owner accomplishes something so important that it is worthy of recognition in history books more than 100 years (but less than 1000 years) later: +2
Owner leads an army of elves/eladrin into battle (max 1/month) = +2
Owner saves an elf/eladrin who is in distress (max 1/encounter) = +2
Owner makes a brave personal sacrifice to help others (max 1/day) = +1 (DM discretion for more extreme displays of self-sacrifice)
Owner slays a follower of Llolth (max 1/day) = +1
Owner slays a follower of Gruumsh (max 1/day) = +1
Owner slays an enemy of Elvenkind who is not a follower of Lolth or Gruumsh (max 1/day) = +1
Owner joins or advances in an order of knights devoted to Corellon = +1
Owner visits for the first time a place of special importance to Elvenkind (sort of like a pilgrimage) = +1
Owner completes a minor quest on behalf of Elvenkind (max 1/tenday) = +1
Owner or an ally attacks an elf, eladrin, or half-elf (max 1/enc) = -2
Owner betrays or deceives his allies = -2
Owner tolerates overt acts of evil from his allies (including theft, torture, fraud, murder in cold blood, unnecessary cruelty, etc.) = -2
Owner commits a questionably evil act = -2
Owner commits an unambiguously evil act = -5