Artifact / Magic Item needed


Advice


Okay so I have a gestalt character that I am working on and in his backstory he stole a magical weapon from the academy before he went AWOL. He is an Unchained Rogue/Fighter build who is going TWF and DEX based. The premise that I am building off of is that the magical/artifact weapon is strong against magic users. In the story that I originally wrote that character in the dagger would disenchant/disable magical wards and protective spells (they worked differently in my world). This weapon is meant to be powerful so level that a character would get this does not matter. Also assume the GM says yes to anything, except that it cannot be third party. I am still not sure what weapon I am going to use, I just want it to be finessable.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

That's something your GM should create depending on what kind of story he's looking to build. The beauty of artifacts is that they're simply not bound by rules, and can be made to work (or not work) any way the GM wants.


also I should say it does not have to be a premade magical item/artifact it can be made up, I just suck at doing those kinds of things. And I cannot believe I forgot the most important part. The magical weapon is slowly influecing the character down the evil path, the influence is sublte.


You are talking about an intelligent item.

Give it an evil alignment and the ability to use Dispel Magic.

look here


I guess I should of stated it that differently, I am the GM lol, the character is going to be NPC/legend/may make an appearance not sure yet, but I want him to be able to be put into the world at some point.


thank you, is there a limit to the amount of EGO an item can have? I have never customed made an item in pathfinder before.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
moafnsteel wrote:
thank you, is there a limit to the amount of EGO an item can have? I have never customed made an item in pathfinder before.

You don't need to "stat" it out as it were. Here's all it boils down to.

1. Decide if anything what the player can do with the artifact.
1b. Feel free to add consequences and/or side effects as desired.

2. Decide what the artifact can do to the player.

2b. Decide if there are any saving throws to said effect and set a DC commensurate to the chance desired that you want for the PC to avoid it. If you want it to be 95 percent unavoidable than set the DC high enough for the player to have to roll a natural 20 to save. Don't be afraid to scale the DC as the player levels.

3. Decide how much you want the player to discover and how much you want hidden no matter what combination of Identity, Arcane Sight, Legend Lore is used on the object.


that makes sense, I really appreciate the help as that makes my life a lot easier


LazarX wrote:
moafnsteel wrote:
thank you, is there a limit to the amount of EGO an item can have? I have never customed made an item in pathfinder before.

You don't need to "stat" it out as it were. Here's all it boils down to.

1. Decide if anything what the player can do with the artifact.
1b. Feel free to add consequences and/or side effects as desired.

2. Decide what the artifact can do to the player.

2b. Decide if there are any saving throws to said effect and set a DC commensurate to the chance desired that you want for the PC to avoid it. If you want it to be 95 percent unavoidable than set the DC high enough for the player to have to roll a natural 20 to save. Don't be afraid to scale the DC as the player levels.

3. Decide how much you want the player to discover and how much you want hidden no matter what combination of Identity, Arcane Sight, Legend Lore is used on the object.

there ya go


I would go with a dagger for thematic reasons. Give it a Really Impressive Title. Try "Blade of Magic's Bane" or something intimidating-yet-simple like "The Dispeller". Something your players will easily recognize as important, powerful, and slightly intimidating. Make it from a special material and give it more description than "its a dagger". If your a bit more artistic, draw it out to show your players, or find a ceremonial or other fancy blade via Google. Nothing makes players more interested than a GM's focus and extra effort, unless your party purposefully ignores whatever you deem important.


moafnsteel wrote:
thank you, is there a limit to the amount of EGO an item can have? I have never customed made an item in pathfinder before.

If the item has an ego of 30 or higher, it bestows 3 negative levels if in the wrongly aligned hand. So 30+ is OK.

How about Distracting Cacophony, Qualm, Steal Breath, and Blindness/Deafness each 1/day?

Stats for the Mage's Bane Dagger:
Base: Dagger +1; +2302
CL: 5
Intelligent: +500
Int 13: +700, +1 ego
Empathy
Align: NE
Qualm: +2400, +1 ego
Steal Breath: +2400, +1 ego
Blindness/Deafness: +2400, +1 ego
Distracting Cacophony: +6000, +1 ego
Purpose: Defeat/slay arcane spellcasters; +2 ego
Power: Item can detect any special purpose foes within 60 feet; +10000, +1 ego
Total Price: 2302+500+700+2400+2400+2400+6000+10000 = 26702 ==> +4 ego
Total Ego: 1+1+1+1+1+2+1+4 = 12

Possessor must make a DC 12 will save to resist this item if an ego conflict arises.

/cevah

Edit: Just thought of Blindness/Deafness & Name


moafnsteel wrote:
Okay so I have a gestalt character that I am working on and in his backstory he stole a magical weapon from the academy before he went AWOL. He is an Unchained Rogue/Fighter build who is going TWF and DEX based. The premise that I am building off of is that the magical/artifact weapon is strong against magic users. In the story that I originally wrote that character in the dagger would disenchant/disable magical wards and protective spells (they worked differently in my world). This weapon is meant to be powerful so level that a character would get this does not matter. Also assume the GM says yes to anything, except that it cannot be third party. I am still not sure what weapon I am going to use, I just want it to be finessable.

Deciding what weapon of choice you're after is a whole separate issue apart from what the Artifact should be able to do as far as abilities are concerned.

That being said, starting with the weapon of choice, if you decide it should be a two-handed weapon, your choices are Spiked Chain or Elven Curved Blade. Both are finnessable two-handed weapons. However, both are Exotic, and the Elven Curved Blade can be treated Martial with a pure Elf race. So your options are to either spend a feat, or pick a race/class combination that allows you to essentially wield it for free. Getting 1.5x Dexterity modifier to damage rolls is something that's really nice for damage, and almost impossible to emulate in any other way.

If you're really fixated on it being a one-handed/light weapon, you could choose a Rapier, an Aldori Dueling Sword (Exotic), Shortsword, Wakizashi (Exotic), Gladius, or Kukri. These all have their benefits, and compared to each other, have their drawbacks as well. If you're going for the strongest, the Rapier is overall the best, as far as base stats are concerned, and that's because an 18-20 multiplier is easily one of the best there is for a Rogue. If you have access to an Effortless Lace, your weapon options magnify many times over, and functions with Slashing Grace (which did get errata'd to oblivion recently).

So, for optimization's sake, let's assume it's a Rapier. Here's an idea of what I had in mind for such an Artifact:

Quote:

Nihil, Foil of Disjunction

This thin sabre seems plain as any other, but in the presence of bright or stronger sources of light, sheens a pure white. It is also unusually stable for its craft, and has an apparent aura of nothingness.

Nihil [pronounced Nih-hill], the Foil of Disjunction, is a +5 Mithril Impervious Called Dueling Ghost Touch Limning Fortuitous Distracting Rapier, and was forged by the Duergar in the darkest obscure cavern for their hatred of the Drow and their magic, instilling some of their very resistant essence into the blade. Although commissioned by a land-dwelling King, whose land was overthrown by Drow, there is no doubt of it being an absolute Dwarven-forged masterpiece, given to this very King as a blessing for his quest to overthrow the Drow.

Nihil was designed to combat the Drow and their powerful masteries of the Divine and the Arcane, and as such, attempts its best to negate all forms of magic and magic-like effects thrown at the wielder (though the Wielder may still apply magical effects to himself). This provides the wielder with Spell Resistance equal to 12 + the wielder's hit dice.

Additionally, when Nihil strikes an enemy who possesses Spells or Spell-Like Abilities, he may remove a random Spell Slot, or daily usage of a level of Spells per Day, or Spell-Like Abilities that the enemy currently possesses (wielder's choice). To determine the level of Spell Slot and Spell per Day that is affected, roll 1D10-1. (An effective roll of 0 removes one Cantrip from the bearer's spells known). If the result is higher level than what the enemy currently possesses, he loses a Spell Slot or Spell per Day equal to their highest they could currently cast. If there are no current spell slots/spells per day left on the spell level rolled, they affect the next lowest spells they could cast.

Furthermore, the wielder may infuse Nihil with the ability to negate phenomenon upon striking a foe. Once per day, upon successfully hitting a foe who possesses Spells or Spell-Like Abilities, the creature is treated as if under the effects of an Anti-Magic Field (though effects from outside sources function and affect the enemy normally). Creatures receive a Fortitude Saving Throw whose DC is equal to 10 + the wielder's Base Attack Bonus + half the wielder's character level. A successful save negates this effect.

Lastly, Once per week, while pursuing its dedicated purpose, the wielder may throw Nihil with the unerring accuracy and range of a Magic Missile at any creature that qualifies for its dedicated purpose (as well as any object which such a creature currently possesses) as a Standard Action, piercing through the intended target. This creates a phantasmal rupture, the foil turning a very dark red, emulating the blood of the Duergar, causing a Mage's Disjunction, whose effects are determined by the wielder at the time of throwing the weapon. Creatures and items affected (except Nihil and its previous wielder) receive a Fortitude Saving Throw whose DC is equal to 10 + the wielder's Base Attack Bonus + half the wielder's character level. A creature who fails this saving throw suffers the effects of the Mage's Disjunction spell. A successful saving throw negates the effects of the Mage's Disjunction.

---

Statistics
Alignment Chaotic Neutral; Ego 39
Senses Empathy, Speech, Telepathy, Senses (120 ft.), Detect Special Purpose Foes (60 ft.), Darkvision, Blindsense, Read Languages, Read Magic
Special Purpose Defeat/Slay Arcane and Divine Spellcasters
Int 20, Wis 20, Cha 20
Languages Common, +5 Additional

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Lesser Powers
Dispel Magic - 3/day, Magic Aura - at will

Dedicated Powers
Detect Special Purpose Foes (60 ft.), +2 Insight Bonus on Attack Rolls and Saving Throws versus Special Purpose Foes, and on Skill Checks involving Special Purpose Foes.

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DESTRUCTION
This blade was forged with the boiling hatred for Drow and their magic, and the same burning flame that harbored its thirst is the very same one that will quench it. If thrown into a very large pool of Noble Drow blood (20'x20'x20' minimum) with an Anti-Magic Field surrounding it, the Duergar essence within the foil boils from the sabre, and instead of being destroyed, becomes a non-magical Mithril Rapier.

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