

Like a ghost ship in the night I drifted back to this bit of homebrew and decided on a few changes that I wanted to share and get feed back on. My ability to name anything is still poor, so if anyone has better suggestion please share.
Supposedly (but not confirmed) one of several ancient swords wielded by various mariners across the ages, the most well known being the Queen's Fang wielded by Edward McShane better known as Captain Hellmane, captain of the Infernal Queen, a pirate that sailed the seas before the birth of the Eye of Abendego.
Queen's Fang
Minor Artifact
CL20. Aura Strong, Various: Transmutation, Conjuration, Divination,
This +4 one handed Shocking Burst, Seaborn Broken-back seax can bond with a single ship as part of a 24 hour ritual allowing the user to seemingly bring the very ship alive under their control. The ship functions as if it was under the effects of a constant Unseen Crew, with the exception that the Unseen Crew can operate the bonded ships siege weapons and always provides the needed amount of Unseen Crew to operate the ship and siege weapons. In addition, the sword has 20 charges that can be spent to activate the fallowing effects. These charges recharge at a rate of 1 charge every sun set, or if the sword is taken to the sea shore and buried in a chest containing (10,000gp) worth of treasure for 24 hours all charges are restored. (What counts as "treasure" is to be agreed upon by GM and Player).
Animate Rope (0 Charge)
Fog cloud (1 charge)
Read Weather (2 charge)
Storm Sight (2 charge)
Control Wind (3 charge)
Control Water (3 charge)
Make Whole (4 charge)
Control Weather (11 Charges) (this takes only 5 minutes to cast and 5 minutes to manifest)
All user and ally Profession Sailing checks on the bonded ship gain a +2 competency bonus. Another advantage to wielding the Buccaneer's Friend is that it passively alters the environment around the bonded ship lessening the harshness of storms (reduce the penalty from wind, fog, and rain type effects by one step) and subtilty altering wind and tide to increase the waterborne speed by 10%
Destruction Method.
If The Buccaneer's Friend is taken 100 miles inland of a desert and buried in its sands, it turns to water and is destroyed.
Captain's Wrath, Edward's Fang, Heart's Revenge?
So would Queen's Blade would be appropriate? The back ground I gave it was that its earliest known wielder was called Edward McShane, captain of the Queen's Revenge. Yes it is a Blackbeard ripoff.
Quixote wrote: I would cast about for a few different name options. "Buccaneer's Friend" is just very vague and bland.
"Exdrasil, Typhoon's Heart". "Bluerazor". "Cutlass of the Swells and Squalls". You've got such a vivid and specific item. It should have a name to match.
The name could be better I agree. How about one of these?
Ocean's Claw, Sea's Wrath, Ocean's Plunder, Seashard, Chithys's Fang, Neptune's Gift, Cetus The Sea King's Blade.
I will admit names are a week point of mine.
Zepheri wrote: Change the destruction method
If you are in a forest or on a mountain and it is buried it means that it is not destroyed additional if I take it further than the distance it would still work or the effect on the ship ends
How about this?
Destruction Method.
If The Buccaneer's Friend is taken 100 miles inland of a desert and buried in its sands, it turns to water and is destroyed.
Ah, I see what you mean now.
Zepheri wrote: Change the destruction method
If you are in a forest or on a mountain and it is buried it means that it is not destroyed additional if I take it further than the distance it would still work or the effect on the ship ends
I used that destruction method because as far as I can tell Minor Artifacts have destruction methods that are doable but very inconvenient, having to leave the ocean to go 100 miles into the desert is double but very inconvenient without magic. In an addition, in a thematic sense the desert is opposite of the ocean. I do not fully know what you mean for the rest of you question.

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I was wrong, THIS is probably the finished product. Enjoy.
Buccaneer's Friend
Minor Artifact
CL20. Aura Strong, Various: Transmutation, Conjuration, Divination,
This +4 one handed Shocking Burst, Seaborn Falchion (use basic Falchion stats, no penalties for being used one handed) can bond with a single ship as part of a 24 hour ritual allowing the user to seemingly bring the very ship alive under their control. The ship functions as if it was under the effects of a constant Unseen Crew, with the exception that the Unseen Crew can operate the bonded ships siege weapons and always provides the needed amount of Unseen Crew to operate the ship and siege weapons. In addition, the sword has 20 charges that can be spent to activate the fallowing effects. These charges recharge at a rate of 1 charge every sun set, or if the sword is taken to the sea shore and buried in a chest containing (10,000gp) worth of treasure for 24 hours all charges are restored. (What counts as "treasure" is to be agreed upon by GM and Player).
Animate Rope (0 Charge)
Fog cloud (1 charge)
Read Weather (2 charge)
Control Wind (3 charge)
Control Water (3 Charge)
Control Weather (11 Charges) (this takes only 5 minutes to cast and 5 minutes to manifest)
All user and ally Profession Sailing checks on the bonded ship gain a +2 competency bonus. Possibly the biggest advantage to wielding the Buccaneer's Friend is that it passively alters the environment around the bonded ship lessening the harshness of storms (reduce the penalty from wind, fog, and rain type effects by one step) and subtilty altering wind and tide to increase the waterborne speed by 10%
Destruction Method.
If The Buccaneer's Friend is taken 100 miles inland and buried in desert sands it turns to water and is destroyed.
SheepishEidolon wrote: I am not sure whether you mean physical sensation in a broad sense (won't notice an arrow in the knee) or in a narrow sense (is sexually interested in adventurers). How Barbossa describes it is all I really have to go on.
"Find it, we did. There be the chest. Inside be the gold. And we took 'em all. We spent 'em and traded 'em and frittered 'em away on drink and food and pleasurable company. The more we gave 'em away, the more we came to realize...the drink would not satisfy, food turned to ash in our mouths, and all the pleasurable company in the world could not slake our lust. We are cursed men, Miss Turner. Compelled by greed, we were, but now...we are consumed by it."
Barbossa to Elizabeth Swan.

Hey all. Let me start off with a really ruff draft based of Pirates of the Caribbean curse.
Cursed Skeleton
Type: The creature’s type becomes undead. It keeps sub-types save for alignment sub-types and sub-types that indicate kind.
Armor Class: Natural armor as per skeleton (Small+1, Medium&Large+2).
Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, use their Charisma modifiers for health
Defensive Abilities: A Cursed Skeleton gains DR 5/ bludgeoning, channel resistance +4, and immunity to cold. It also gains all of the standard undead traits.
Fast Healing: A Cursed Skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).
Speed: All non forms of non-magic flight are lost. All other movement types are retained.
Attacks: A Cursed Skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand as a primarily natural attack.. A claw attack deals damage depending on the Cursed Skeleton’s size (Small-1D3, Medium-1D4). If the base creature already had claw attacks with its hands, use the Cursed Skeleton claw damage only if it’s better.
Abilities: Str +2, Dex +2. As undead. It has no Constitution score.
BAB: Its BAB is the same as the base creature
Skills: Same as the base creature.
Special Qualities: A Cursed Skeleton gains the deathless special quality and the Hidden Form special ability
Deathless (Su): A Cursed Skeleton destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. Note, to kill a Cursed Skeleton the curse must first be removed, see "Breaking the Curse"
Hidden Form (Su) Unless exposed to direct moon light the character is constantly treated as if being under the Daywalker spell.
Downside: The character loses all ability to feel physical sensation, but their desire for it increases.
Breaking the Curse: to remove this template all of the cursed coins must be returned and all those that took them must pay a price of their blood. After that is done the character looses this template.
I still need a way to stat the downside, but I have no ideas for explaining a desire for sensation, and a hunger and thirst that can not be satisfied.

Once again thank you all for the advice. This is probably the finished product. Have a good game.
The "Buccaneers Friend" as it is generally called by sailors is a mystical blade that has passed from hand to hand over many years, by force or by luck. The Buccaneers Friend has a rather hazy origin, earliest known accounts of it come from the stories of famous pirate Edward McShane whom is the first recorded user of the sword. Where or how he acquired it from is unknown.
Buccaneer's Friend
Minor Artifact
CL20. Aura Strong, Various: Transmutation, Conjuration, Divination,
This +4 one handed Shocking Burst, Seaborn Falchion (use basic Falchion stats, no penalties for being used one handed) can bond with a single ship as part of a 24 hour ritual allowing the user to seemingly bring the very ship alive under their control. The ship functions as if it was under the effects of a constant Unseen Crew, with the exception that the Unseen Crew can operate the bonded ships siege weapons and always provides the needed amount of Unseen Crew to operate the ship and siege weapons. In addition, the sword has 20 charges that can be spent to activate the fallowing effects. These charges recharge at a rate of 1 charge every sun set, or if the sword is taken to the sea shore and buried in a chest containing (10,000gp) worth of treasure for 24 hours all charges are restored. (What counts as "treasure" is to be agreed upon by GM and Player).
Animate Rope (0 Charge)
Fog cloud (1 charge)
Read Weather (2 charge)
Control Wind (3 charge)
Control Water (3 Charge)
Control Weather (11 Charges) (this takes only 5 minutes to cast and 5 minutes to manifest)
All user and ally Profession Sailing checks on the bonded ship gain a +2 competency bonus. Possibly the biggest advantage to wielding the Buccaneer's Friend is that it passively alters the environment around the bonded ship lessening the harshness of storms (reduce the penalty from wind, fog, and rain type effects by one step) and subtilty altering wind and tide to increase the waterborne speed by 10%
Destruction Method.
If The Buccaneer's Friend is taken 100 miles inland and buried in desert sands it turns to water and is destroyed.

Buccaneer's Friend
Minor Artifact
CL13. Aura strong varies
This +4 one handed Falchion (use basic Falchion stats, no penalties for being used one handed) can bond with a single ship as part of a 24 hour ritual allowing the user to seemingly bring the very ship alive under their control. Mechanically the ship to function as if its necessary amount of crew is 1 as it allows the user to operate the entire ship through thought (sails, ropes, rudder, ship weapons exedra). The day to day operations of the ship merely require a move action every hour to function, more complex ship actions may require more demanding Maneuvers at GMs discretion. In addition, the sword has 20 charges that can be spent to activate the fallowing effects. These charges recharge at a rate of +1 every Sun Set, or if the sword is buried in a chest contain (10,000gp) worth of treasure for 24 hours all charges are restored.
Animate Rope (0 Charge)
Fog cloud (1 charge)
Read Weather (2 charge)
Control Wind (3 charge)
Control Water (3 Charge)
Control Weather (11 Charges) (this takes only 5 minutes to cast and 5 minutes to manifest)
All user and ally Profession Sailing checks on the bonded ship gain a +2 competency bonus. Possibly the biggest advantage to wielding the Buccaneer's Friend is that it passively alters the environment around the bonded ship lessening the harshness of storms (reduce the penalty from wind, fog, and rain type effects by one step) and subtilty altering wind and tide to increase the waterborne speed by 10%
If The Buccaneer's Friend is taken 100 miles inland and buried in desert sands it turns to water and is destroyed.
Should turn this into a Lesser Artifact? That would remove the need to worry about price, while allowing for more flexibility on what it can and cannot do.
Ok. So besides the price is there anything else that I should change? You mentioned that Gust of Wind, Fog cloud, and Grease are of very little use to a PC high enough level to get a +4 sword right? If so, should they be replaced with more useful spells that could benefit a group of sailors?
Thanks for the responses and calling attention to the price, I had completely skimmed over that. After talking to a friend that knows the crafting system better than me, a more accurate price might be 1,536,000 gp.
The Math he gave me is
Spell level: 6
minimum level to animate a colossal object: 32
Base Gold per level: 2,000
Round multiplier: 4
6x32x2,000x4
If this is accurate then the item would be near impossible and unreasonable for a player to want. Should I find away to rework this item or should I just scrap it altogether?

So I am working on a Magic Sword for a sea campaign, but I need some input on it. Help please?
The Item is
Buccaneer's Friend
CL13 (its price should be around 97,00 gp). Aura strong varies
This +4 one handed Falchion (use basic Falchion stats, no penalties for being used one handed) can bond with a single ship as part of a 24 hour ritual allowing the user to seemingly bring the very ship alive under their control. Mechanically this allows the user to operate the entire ship through thought (sails, ropes, rudder, ship weapons exedra). In addition, the sword has 10 charges that can be spent to activate the fallowing effects (these charges recharge every Sun Set)
Animate Rope (1 Charge) ( if used on rope belonging to the bonded ship 0 charges needed)
Gust of wind (1 charge)
Fog cloud (1 charge)
Grease (1 Charge)
Control Weather (3 Charges)
All user and ally Profession Sailing checks on the bonded ship gain a +2 bonus,
The biggest advantage to wielding the Buccaneer's Friend is that it passively alters the environment around the bonded ship lessening the harshness of storms (reduce the penalty from weather effects by one step) and subtilty altering wind and tide to increase the waterborne speed by 10%
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