New unique / intelligent items


Homebrew and House Rules


I have a few to share! Feedback welcome, as is taking them for use in your campaigns etc of course.

Eyðendr, Blade of Ruin

This pitted, scarred, and massive cold iron greatsword was forged nearly a thousand years ago and served as the personal weapon of the stone giant Styrka, the Scourge of Golgora, the Conquering King. For decades this warlord led his army across the continent, and forged an empire the likes of which has not been seen since. What history doesn't tell us is that Styrka was a terrible ruler, who died of dysentery after an eating contest with his favored warriors. After, his empire fractured and little is left but ruins... and Eyðendr.

Eyðendr, blade of ruin is a Large, (relatively) intelligent, +2 mighty cleaving impact greatsword. Eyðendr is chaotic neutral*, has an intelligence of 12, wisdom of 8, and charisma of 8, and an ego of 20; he both understands and speaks common and giant; when wielded by someone with a strength of at least 20, he grants the bearer Enlarge Person 3/day (it is the bearers choice whether Eyðendr increases in size as well), and Form of the Giant I 1/day, (stone giant only, 15 rounds).

Eyðendr is loud, brash, impatient, misogynistic, and a giant supremacist. He has no formal special purpose, however he constantly desires to be wielded in battle, and to prove himself (and his wielder, if only by extension) better than all other combatants. If there are multiple plausible targets, he always wants to attack the largest and strongest, and as any intelligent item with 20 ego, believes himself superior to all other beings (with the exception of Styrka, who he reveres, and to whom he constantly compares his current wielder).


Hesupos, The Cipher

This unadorned ring of tarnished silver seems etched with intricate patterns, however when touched or manipulated it collapses into many interlocking pieces, revealing itself to be a puzzle ring of brain burning complexity. The puzzle can be solved as a full round action with a dc 25 disable device check, and once slipped onto a finger takes on an appearance appropriate to the wealth and style of the wearer's mundane equipment/clothing.

The ring can be solved in three ways, each corresponding to a different skill - typically Sense Motive, Perception, and Stealth. When worn, the ring provides a +5 competence bonus to the currently chosen skill. Additionally, the wearer is treated as if she had the Signature Skill feat for that skill. The competence bonus from Hesupos count as ranks for the purpose of this skill unlock, but not for any other prerequisites.

The ring has several other minor powers:
Hesupos provides a +5 competence bonus on all checks to solve riddles, puzzles, ciphers, and similar games & tricks - however, the ring is fickle, and if you fail such a check, ceases to function for 1 minute. It's wearer may use Burst of Insight and/or Detect Secret Doors 3/day in any combination.

Hesupos has an odd, and indeed, puzzling, affinity for hidden things, mysteries, and secrets. In the presence of such things, the ring may from time to time provide intuition or guidance, but perhaps not toward a result the wearer might expect. Additionally, minor puzzles and hidden information important to the ring from its past are outlined to the wearer in dark faerie fire when within arms reach. The ring provides no explanation for these things, but its favor is gained by their exploration.

Rumors & legends suggest (to the very, very small set of individuals aware of them at all) that the ring may be solvable in other ways, providing greater or more diverse skill benefits. Other rumors suggest that the ring almost certainly had other pieces, hinted at by the two worn areas where on the ring edge where its normal shade gives way to two incompatible sets of fine red teeth, visible only under magnification, when it is worn in perception.


Major Artifact: White Blade

Aura strong evocation, transmutation; CL 20; Slot none; Weight 2-100lbs
Statistics

Alignment LC; Ego 20; Senses 60 ft. (darkvision), hearing, smelling

Int 18, Wis 18, Cha 10

Communication speech, telepathy (w/ owner)

Special Purpose inducing insanity FOOL!

Special Abilities

3/day –as a swift action, its enhancements may be changed from glorious axiomatic anarchic to brilliant energy.

At will –as a free action, the white blade can increase or decrease its weight to make itself impossible to lift.

Spell-Like Abilities (CL 20th, concentration +21)

3/day –fly, flame blade, haste, flame strike

1/day –overland flight, dimension door, insanity (swift action on strike)

Description:

The white blade is an intelligent sword that takes the form of a mithral+5 glorious axiomatic anarchic one-handed slashing weapon, rapier, or sword cane. Believed to be the antithesis of the black blade originating from the First World, it can impart proficiency upon any intelligent creature attempting to wield it. However, the weapon has an incredibly egotistical, rude, and annoying personality. The white blade will tell endless, longwinded, stories about its legendary past that seldom end with any sensible resolution. Often it will go off tangent during these tales and completely forget the story it was telling in the first place. It is also prone to asking trivial questions only to rebuke the answers with inconsistent and often contradictory corrections of its own. Both its stories and its inquiries are usually accompanied with nonsensical life lessons that bear no apparent relevance to either contents or situation at hand.

Most infuriating is the long list of rules and obeisance that it demands of potential wielders before allowing them to use it. Such regulations include listening to its lecture for three hours a day, addressing it with praise every morning, celebrating its birthday (which is every day), etc. Such extensive and unreasonable demands make most intelligent creatures consider it more of a cursed object to toss away rather than a powerful and useful artifact. However, some believe that these frustrating habits and demands are the white blade’s method of testing for a worthy wielder.

Others say that the white blade exists to induce madness through ire.
Every day while possessing the white blade, the character must attempt a Will save withstand its annoying personality (DC 10 + ½ ego + weapon’s intelligence mod). Failing this roll makes the character annoyed, adding -2 as a morale penalty to all charisma based skill checks, all attack rolls, and all concentration checks for the rest of the day or until he abandons the weapon. If the character misses on attack rolls using the white blade, he must make a Will Save to avoid being confused for 1d4 rounds. Critical failure will result in the character being confused for the rest of the day.

Destruction

A character must spend one year obeying the white blade’s demands without question every single day while retaining his sanity. At the end of that year, the character must hold a feast for the white blade celebrating the anniversary of their partnership. This anniversary is in addition to any daily celebrations the white blade may have in its list of demands and must include a cake worth at least 10,000 gold pieces. When the sun sets on that day, at the very height of the feast, the white blade must be sundered while caught off guard. This destroys both weapons. Enjoy any cake that’s left.

Any attempt at using magic to circumvent the time requirement using magic will result in the caster being struck with insanity.

A year after its destruction, the white blade is reformed somewhere in the First World.


Serhan, Belt of the Adamant Knight
Major Wonderous Item
Aura Strong Abjuration, Conjuration (Healing)
Alignment LG; Ego 19; Senses 30 ft
Int 10, Wis 14, Cha 12
Communication
Empathy, understands common

This beautiful tooled leather belt is reinforced with adamantine bands, and was crafted for the paladin Isebrand by the silver dragon Freylaf after he was mortally wounded in battle against a great evil. Isebrand after serve the people of all nations, healing and defending all who needed it for eleven-thousand, one hundred and eleven days before he died. A remnant of his spirit stayed with the belt, guiding both future paladins and less noble souls who nonetheless seek to do good in the world.

When worn, the belt confers on the wearer DR 5/adamantine. If the wearer has the Lay on Hands ability, their paladin level is considered four levels higher for the purposes of determining the uses per day and healing provided by their lay on hands class feature - if the wearer is not a paladin, they gain the ability to lay on hands as a fourth level paladin 2 times per day plus 1/2 their Charisma modifer. Additionally, three times per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.

Serhan is lawful good, however unlike most intelligent items, the belt can be worn by anyone of non-evil alignment as long as they do not commit any evil acts. Serhan is stodgy, righteous, and opinionated, and he makes extensive use of his empathy ability to try to communicate those opinions, however he avoids contests of will, and does not try to control his wearer's actions unless they attempt an evil act, or otherwise directly and blatantly abuse his powers.


Elfblack is a +2 flaming burst impervious elf bane war axe constructed from a single solid piece of dingy iron course to the touch. The blade is charred and the handle wrapped in a soft hide. Along the haft is inscribed a verse. When the weapon is heated by fire or wetted by elf blood, the lettering sheds light as a candle until it cools, dries, or is wiped clean.

Upon this charred edge shall suffer
The mortal children of fey
For I am Elfblack
And all my wrath upon them

Elfblack is aligned Lawful Evil and has Charisma 10, Intelligence 12, and Wisdom 14. Rarely is an item with Elfblack's wisdom so hateful, and no one fully understands its motives. It is possible that it was forged by a mad dwarven lord deposed from his throne, or by a scorned outsider. Whatever the reason for it hatred, it can not stand bear the continued existence of any elf and will drive its bearer to destroy them. It has an ego of 21.

Elfblack's senses extend out to a range of 120 ft. It has Darkvision and a +10 bonus to Perception checks. It can communicate its desires empathically, and its bearer will feel pain when it knows an elf is nearby. Slaying an elf will fill Elfblack's bearer with its sense of righteousness.

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