Finding the CR of an evil, intelligent, cursed weapon.


Homebrew and House Rules

Lantern Lodge

Hello.
This may also fit in rules I suppose.
I am running an adventure for 5-7 lvl 5 characters. Near the end of this adventure they will encounter an npc possesed by a cursed sword. This will be the party's first encounter with the sword and unfortunate wielder as a recurring villain.
The sword will have abilities such as Dominate and Magic Jar. It will also have abilities such as dimension door or teleport to help it escape. The npc is a paladin of their level or not much higher. He will come back as an antipaladin later in the campaign.
For this introduction, would I even need to worry about cr to begin with. This is more of a cinematic rather than a proper encounter. But I want to be consistent when the villain loses the protection of gm fiat.

Feel free to ask for more specifics.


Why does it have to be cursed?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber

The only reason you'd need to have an idea of CR for the 'cinematic' element of the battle, is if the players detected magic - the sword would ping at a level appropriate to its CL which I would assume would likely be Strong to Overwhelming. This could provide a large clue to said PCs of the issue, even if they can't do anything about it.

Lantern Lodge

Kimi wrote:
Why does it have to be cursed?

Mechanically the curse prevents the wielder from simply parting with the sword. It also saps the wielder's willpower making it even harder to resist the item's machinations. This effect is even worse for lawful good creatures. It wont' be a simple reverse alignment spell.

Thematically it's just cooler that way.


I'd suggest looking for a monster with similar abilities and working form there. Shadow demon is the first thing to come to mind that comes close in CR and Ability so if you gave the sword similar abilities it should work out about right.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

CR's are based on encounters not pieces.

Treat the sword and it's wielder as one creature with the capabilities built in.

Use that to figure your CR.

Lantern Lodge

Would an intelligent weapon have it's own initiative turn and actions?


BrotherBen wrote:
Would an intelligent weapon have it's own initiative turn and actions?

It goes on its user's turn is generally how I've always run it.

It's CR is = to the creature wielding it + 1 if it's really powerful.

I do like that it can magic jar someone and... free the person who's wielding the sword, unless they magic jar the wielder specifically. Note that it can't have magic jar by rules, but you're free to add it to the weapon as a special ability-- (Su)-- borne of its special purpose or just for fun. An intelligent magic item can only cast up to 4th level spells.

Dimension Door and Teleport, just so it can always get away. That brings up why it hasn't teleported itself into a weapon shop, or dimension door crawled its way into civilization, where it can dominate people-- unless that's the plot line.

Lantern Lodge

Ice Titan wrote:
Dimension Door and Teleport, just so it can always get away. That brings up why it hasn't teleported itself into a weapon shop, or dimension door crawled its way into civilization, where it can dominate people-- unless that's the plot line.

It's been trapped in a crypt that had dimensional anchor and somesuch.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
BrotherBen wrote:
Would an intelligent weapon have it's own initiative turn and actions?

In this case the Intelligent weapon is the creature. it's wielder is just providing the locomotion and the limbs. It's a single encounter with the swordsman attacking as normal the motivation is just coming from the blade.


BrotherBen wrote:

Hello.

This may also fit in rules I suppose.
I am running an adventure for 5-7 lvl 5 characters. Near the end of this adventure they will encounter an npc possesed by a cursed sword. This will be the party's first encounter with the sword and unfortunate wielder as a recurring villain.
The sword will have abilities such as Dominate and Magic Jar. It will also have abilities such as dimension door or teleport to help it escape. The npc is a paladin of their level or not much higher. He will come back as an antipaladin later in the campaign.
For this introduction, would I even need to worry about cr to begin with. This is more of a cinematic rather than a proper encounter. But I want to be consistent when the villain loses the protection of gm fiat.

Feel free to ask for more specifics.

Here what I see NPC what is his CR with sword should be your question.

Wich I would say his normal CR +1 or 2 bepending on the NPC base see Beastairy 1 page 291 table 1-1 to judge the CR of the Villian with the sword.

Now if Sowrd gets a hold of a party member then I say CR equal to average patry level if they can get it off if and rid of it.

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