Some 4E artifact conversions

Post/Author/DateTimePost
#1

livingwill

Jul 22, 2009 16:24:04
Blacker's Hook

Blacker's Hook look quite unremarkable. It looks like an ordinary metal hook.

Blacker's Hook Heroic Level

Property: The hook is always free of blood, no matter how many times the hook has been used to kill someone there is no blood on it. Dust, grime and the ilk cling to it like normal but blood never sticks to it.

Property: Can be used as a +2 viscous weapon. Dam 1D8 +2 Weight 3 lbs +2D12 on Crit

Property: Foolhardy Madness +1 to fear and horror -1 to all madness saves

Power: At will Cleave 1[W]+ Str one enemy adjacent to you gets your str mod as damage. Fighters with this feet get an extra +1[W]

Power: At will Retribution: Str vs AC On hit do 1[W] + Str damage Characters with this feat already add 1[W] If the foe targets you next round it takes your str mod damage

Goals of Blacker's Hook
1)Self Aggrandizement The hook wants its fame spread all around the domains
2)Spread Madness The hook wants to spread madness all across the domains

Concordance
Starting score 5 +1 for every madness effect you still have effecting you.
Owner gains lvl +1D10
Owner defeats encounter 2 lvls higher than himself +1
Owner defeats encounter 3-4 lvls higher than himself +2
Owner defeats encounter 5 or more lvls higher than himself +3
Owner makes Fear save +1
Owner makes Horror save +1
Owner fails madness save +1
Boasting about your recent exploits in front of 1-10 people you didn't know before +1
Boasting about your recent exploits in front of 11-50 people you didn't know before +2
Boasting about your recent exploits in front of more than 51 people you didn't know before +3
Owner defeats encounter 1 level lower than himself -1
Owner defeats encounter 2 or more levels lower than himself -2
Owner fails fear save -1
Owner fails horror save -1
Owner makes madness save -1

All effects occur only once per day at the most favorable result for the character. For example if you defeat an encounter 2 lower than yourself and then one at 2 higher than yourself you would gain 1 concordance. All exploits must have the hook mentioned somehow and have to be less than a month old to gain concordance.

Pleased 16-20

The artifact is pleased that I've turned into a boastful, foolhardy, violent madman

Hook becomes a +4 viscous weapon
+3 to all fear and horror checks -3 to all madness saves
+2[W] to both at will powers

Satisfied 12-15

The artifact is satisfied that I will turn into a boastful homicidal maniac
Hook becomes +3 viscous weapon
+2 to all fear and horror checks -2 to all madness saves
+1[W] to both at will powers

Normal 5-11
The artifact is unsure of you.
You will either fall to its madness or it will give you up.

Unsatisfied 1-4

The artifact feels spurned since you are neglecting the potential it offering you
You are -1 to all saves

Angry 0 or less

The artifact is enraged that you have ignored it

You are at -2 to all saves and -1 to all attacks

Moving on
Blacker's legend will live forever.

The Hook thinks you will no longer add to its legend and it disappears in a cloud of dust. You have to make one last madness check at -3
#2

livingwill

Jul 22, 2009 17:55:34
Dead Man's Armor

This plate armor even looks evil and only the most evil and mad will even attempt wearing it. It is jet black with blood red scrolling and ivory etching. The suit itself is built to make you look like a skeleton of the foulest kind.

Dead Man's Armor
Epic lvl

Property: Gives you +12 AC with no armor penalty and no decrease in speed
Property: Anyone who touches it has to make a fort check with a +4 to save or dies
Property: If you grapple somebody they have to make a fort check with a +2 to save or die. If they die they raise as cannibal zombies 3 rounds later

Power at will: Command Undead Any undead your lvl or lower in your line of sight are enslaved to your will. All the dead you killed turn into cannibal zombies under your control. Intelligent undead get a will save. There is no limit on the number you can control but a dark lord with a command undead ability overshadows yours. For example if you raise undead in Darkon Azalin can take them over at any time.

Power at will: Despair aura 5 You have to make a will save or all attacks are at -2

Curse: Wearer dies and becomes undead in 1 day per lvl of the wearer
Goal: 1)Raise an army of undead against the forces of good
2) Destroy all good or lawful good religions

Concordance
Start 5
Wearer is evil +2
Wearer destroys an army of up to 100 +1
Wearer destroys an army of up to 500 +2
Wearer destroys an army greater than 500 +3
Kill a good or lawful good divine caster +1
Destroy good or lawful good church +2
Every day that the wearer doesn't kill at least 50 sentients -1
Kill an evil or chaotic evil divine caster -1
Destroy an evil or chaotic evil church -2

Pleased 16-20
We are becoming one with an army of darkness
Anyone touching your armor has to make a fort save or die
If you grapple someone they have to make a fort check with a -2 to save or die
Despair Aura 15

Satisfied 12 15
Your army of darkness is growing quickly
Anyone touching your has to make a fort save at +2 or die
Those you grapple have to make a fort save
Despair Aura 10
Normal 5-11
We need to see your potential before we help or hurt you

Unsatisfied 1-4
You call yourself a general?

A quarter of your army turns on you and the rest watches

Angry 0 or less
You are totally unworthy of my power

Half your army turns on you and the rest watches

Moving on We need another army of darkness

If it was satisfied or better when it left you retain control of your undead horde until they die
If it was unsatisfied or worse the remaining army turns on you
#3

riddling-reaver

Jul 23, 2009 3:35:06
Pretty good.

But in 4e there is no such thing as "save or die." The Dead Man's Armor Fortitude saves should be changed to necrotic damage.
#4

livingwill

Jul 23, 2009 19:39:06
Pretty good.

But in 4e there is no such thing as "save or die." The Dead Man's Armor Fortitude saves should be changed to necrotic damage.

True, make it 80 necromatic damage then. That will kill off most things in a hurry.
#5

livingwill

Jul 31, 2009 20:04:20
Armor of the Hellfire Knight
Epic Artifact


+3 Plate Black Iron Armor
Property +4 Strength
Property: Only -1 to skill checks instead of the -2 that is usual for plate
Property: +6 Cha
Property: Darkvision 90 ft
Property: Changes wearer's type to Outsider
Property: Immune to poison, fire, fear
Property: Cold and Fire resistance 10 Spell resistance 15

Power at will: Any evil creature in sight has to make a DC30 will save or join your army

Goal: Raise an evil army to fight against good outsiders and churches

Curse: DC35 will save or turn evil. If you save the armor disappears

Concordance
Starting score 5 +2 if evil before donning the armor
Owner gains level + 1D10
Owner defeats an army of up to 100 +1
Owner defeats an army of up to 500 +2
Owner defeats army >1000 +3
Destroy a good church +2
Kill a good outsider +3
Every day you don't kill at least 50 sentients -1
Every day you don't kill at least 10 sentients -2
Destroy an evil church -2
Kill an evil outsider -3

16-20 Pleased
Your Hellish army is unmatched
+6 Strength
+8 Cha

12-15 Satisfied
Your Hellish army is spreading fear wildly
+5 Strength
+7 Cha

5-11 Normal
We are undecided about you

1-4 Unsatisfied
Your battlefield skill is a joke
-3 AC
-2 Str

Angry 0 or less
You shall pay for your ineptitude
Your entire army turns on you

Moving on Time to build another army
If satisfied your followers will follow you to your or their death
If unsatisfied or worse Assuming you survive the
army turning on you, you are cursed to have -4 str
and AC no save