| Post/Author/DateTime | Post |
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| #1livingwillJul 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 |
| #2livingwillJul 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 |
| #3riddling-reaverJul 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. |
| #4livingwillJul 23, 2009 19:39:06 | Pretty good. True, make it 80 necromatic damage then. That will kill off most things in a hurry. |
| #5livingwillJul 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 |