Mounted Paladin

Excalibur bane of Undead's page

68 posts. Alias of BloodWolven.


About Excalibur bane of Undead

Eskalaver Bane of Undead Holy Avenger
+2d6 vs. undead
+2d6 vs. evil

+2 cold iron longsword

HOLY AVENGER:

Aura strong abjuration; CL 18th

Slot none; Price 120,630 gp; Weight 4 lbs.

DESCRIPTION

This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.

This sacred weapon provides spell resistance of 5 + the paladin's level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.

CONSTRUCTION

Requirements Craft Magic Arms and Armor, holy aura, creator must be good; Cost 60,630 gp

Intelligent Item

Lawful Good
Wisdom 16
Intelligence 14
Charisma 14

Speech, Senses 60 feet, Common, Celestial, Elven
Cure Moderate wounds 3/day [dice]2d8+5[/dice]

Item can detect any undead foes within 60 feet
illuminate their surroundings at will, golden light
Ego Score 24

Purpose:
Destroy all undead and those who bring them into this world.

Round 4

"By the power within and all that is holy, RISE HOLY WARRIOR!" The sword sings and as Joe comes too he is standing with the mighty blade in his hands and sees the gruesome sight before him.

[dice=cure mod]2d8+5[/dice]

Round 5

More holy power surges over the paladin as the sword sings, "May the undead that have been spawned be smitten!!! Bradlaw shall die for this unforgivable sin!"

The sword's true power activates and calls all allies to its side then a greater positive pulse detonates turning the two zombies into dust.

[dice]3d6+15[/dice]

Jellena, Delman, Frank, and Artemis surround the paladin in a defensive formation as the holy energy dissipates.

This spell causes a wave of positive energy to spread from you, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 3d6 points of damage, plus your caster level (+15). Haunts manifesting in the spell’s area also take this damage.

This spell does not heal creatures healed by positive energy; such creatures instead gain a +8 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round.