Alakast in an Item Set?


Shackled City Adventure Path


I've been thinking of making Alakast one item in an item set (as described in the Magic Item Compendium). I was thinking that the other items would relate to helping fight or defend against demons.

I was wondering if anyone else has done this and would be willing to share what other items they created for the set and what sort of collection benefits they had? Ideas from anyone else would be welcome as well.


Several people seem to have made Alakast into an item of legacy, but the ones I've seen so far have focused on the melee combat aspect of the weapon and not on the fact that it was given to a great wizard.

obviously the weapon needs to be restated somehow but to exactly what is based on your individual game.


Okay, so I've made a stab at creating my own item set. It's loosely based on the vestments of divinity. Any feedback, good or bad, is welcome. I'm also trying to figure out where to place the new items, and suggestions for such will be welcome. I'm thinking, though, that not all of them will just "happen" to be found in adventures of the adventure path. They may have to make an extra effort to complete the set.

SURABAR'S ARRAY
Surabar's array is a set of items that were used by Surabar Spellmason and that were particularly useful in his battle against the demons of the Demonskar.
Surabar's array is most useful if you are a good-aligned arcane spellcaster, since you can use your spells to enhance your abilities to combat evil outsiders. However, any character can appreciate the benefits of at least some of the items in this set.

LORE
Characters who have ranks in Knowledge (history) or Knowledge (arcana), or who have the bardic knowledge ability, can research Surabar's array to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.
DC 15: The items of Surabar's array were revealed to Surabar Spellmason by a celestial being known as Nidrama. He spent years tracking down each item until he gathered them all.
DC 20: When Surabar Spellmason came to the Cauldron area and made known his intent to oppose the demons of the Demonskar, he received a visit from Nidrama, who watches over the Cauldron region. She gave him Alakast and told him rumors of other items that might aid him in his battle, assuming he could find them.
Surabar spent years adventuring, tracking leads, and following up clues, until he finally located all the items Nidrama had told him about. With these items, Surabar set out to break the power of the residents of the Demonskar for good.
DC 25: When Surabar died, the items of his array were buried with him. However, it is known that tomb raiders broke in and stole all of the items centuries ago. One or two of the items have been rumored to have shown up now and again, but the current location of the items is unknown.
DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.

COLLECTION BENEFITS
Wearing Surabar's array grants you powers that bolster your ability to battle evil creatures, from a stronger resolve against their attacks to a greater ability to affect them with your spells. With each new item added, you gain additional divine confidence. When all five pieces are worn together, your body takes on a silvery sheen, and your eyes become the color of glowing aquamarine.
2 Pieces: You gain a +1 sacred bonus on saves against effects created by evil creatures.
5 Pieces: You gain a +2 bonus on caster level checks to overcome the spell resistance of evil creatures.

ALAKAST
Price (Item Level): 20,600 gp (15th)
Body Slot: — (held)
Caster Level: 8th
Aura: Moderate; (DC 19) conjuration
Activation:
Weight: 4 lb.

This thick oaken staff is shod with iron on both ends and is carved with celestial symbols all along its length.

This is a +1 bane vs. evil outsiders quarterstaff. Both heads of the quarterstaff bear identical magic qualities. Attacks made by Alakast penetrate damage reduction as if it were a good-aligned weapon.
Prerequisites: Craft Magic Arms and Armor, summon monster I, creator must be good.
Cost to Create: 10,000 gp (plus 600 gp for masterwork quarterstaff), 800 XP, 20 days.

BADGE OF GLORY
Price (Item Level): 3,400 gp (8th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Swift (command)
Weight: 1 lb.

This ornate platinum badge is set with two large cabochon aquamarines.

When you activate a badge of glory, the next melee attack you make on the same turn against an evil creature deals an extra 1 point of damage per two character levels. A badge of glory functions two times per day.
If you have the smite evil class feature, the extra damage granted by a badge of glory is instead equal to that granted by your smite evil ability (or 1 point per two levels, whichever is greater).
Prerequisites: Craft Wondrous Item, ability to smite evil, possession of a piece of the set.
Cost to Create: 1,700 gp, 136 XP, 4 days.

CORD OF FAVOR
Price (Item Level): 3,000 gp (7th)
Body Slot: Waist
Caster Level: 6th
Aura: Moderate; (DC 18) evocation
Activation: — and standard (command)
Weight: 1 lb.

This silver cord is worn about the body as a belt.

A cord of favor grants you a +5 competence bonus on Sense Motive checks. This is a continuous effect and requires no activation.
In addition, three times per day you can activate the cord and sacrifice a prepared arcane spell or arcane spell slot of 1st level or higher to use protection from evil (as the spell), using your own caster level or that of the cord, whichever is higher.
Prerequisites: Craft Wondrous Item, protection from evil, possession of a piece of the set.
Cost to Create: 1,500 gp, 120 XP, 3 days.

CRYSTAL OF BINDING
Price (Item Level): 2,000 gp (6th)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 17) abjuration
Activation:
Weight:

This perfect crystal sphere emits a faint aquamarine glow.

This crystal is the equivalent of a lesser augment crystal (for example, it functions only when attached to a weapon with a magical enhancement bonus of +1 or higher). If a weapon with this crystal attached scores a critical hit against an evil outsider, that creature can't use any teleportation abilities or spells for 1 round.
Prerequisites: Craft Magic Arms and Armor, dimensional anchor, possession of a piece of the set.
Cost to Create: 1,000 gp, 80 XP, 2 days.

PHYLACTERY OF LIGHT
Price (Item Level): 6,500 gp (10th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: — and standard (command)
Weight:

This small black leather box attaches to two leather straps worn around the brow. Inside the box is a parchment of sacred prayers.

A phylactery of light allows you to better resist the powers wielded by residents of the Lower Planes. You gain a +2 morale bonus on saves against effects created by evil outsiders. This is a continuous effect and requires no activation.
In addition, two times per day you can activate the phylactery and sacrifice a prepared arcane spell or arcane spell slot of 4th level or higher to use celestial brilliance (as the spell), using your own caster level or that of the phylactery, whichever is higher.
Prerequisites: Craft Wondrous Item, celestial brilliance, possession of a piece of the set.
Cost to Create: 3,250 gp, 260 XP, 7 days.

By the way, celestial brilliance is from the Book of Exalted Deeds, although in my campaign I've changed the duration from 1 day/level to 1 hour/level.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If the character who claims it is a wizard, they could always pay for additional enchantments or improve Alakast themselves (with Craft Staff, etc.). Keeping with the "weapon to combat evil outsiders" theme, perhaps the following:

Continuous protection from evil when held (1x1x2,000x2 = 4,000gp; 2,000gp and 160XP)
dismissal (5x9x750 = 33,750gp; 16,875gp and 1,350XP)*
dimensional anchor (4x7x750x.75 = 15,750gp; 7,875gp and 630XP)
magic circle against evil (3x5x750x.5 = 5,625gp; 2,812.5gp and 225 XP)

*- If the character is a Mystic Theurge, then dismissal would cost 21,000gp (10,500gp and 840XP). A cleric who claims it could enchant it with divine spells.

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