Would you consider this a minor or major artifact, or perhaps just epic?


Homebrew and House Rules


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I am mostly asking about balance. What would you categorize the below item as? Our group currently has it as a minor artifact, but I keep wondering if that is a good fit for it or not.

Phaeklyr (minor artifact)
Phaeklyr (a drow term simultaneously meaning both “shadow” and “silence”) is a unique adamantine rapier whose power far exceeds most mortal weapons. It was created eons ago by one of the most powerful drow artificers ever known to have lived. It is a minor artifact that functions as a +5 keen speed vorpal wounding rapier that also acts as a rod of alertness. When activated as a rod of alertness would be (that is, when it is stuck into the ground as a standard action) it glows green, lighting up the surrounding area as a light spell. As a minor artifact, it cannot be destroyed by traditional means. However, Phaeklyr rusts away to nothing if it is ever used by an elf to behead a drow matron mother. It has an effective caster level of 20.

Dark Archive RPG Superstar 2013 Top 32

Looks like an artifact to me. The power level is way off the charts for a normal item, but what makes it an artifact rather than merely "epic" is that it has an alternative ability and, more importantly, a specific means of destruction (disintegrating when used to behead a matron mother).

The rod of alertness power seems like a pretty tacky add-on, though, particularly when contrasted with the unbelievably potent power of the weapon itself. It's like a nuclear bomb that also doubles as a nightlight. If the weapon's name means "shadow" and "silence," why the hell does it shed light? If it was made by/for drow (who have the best darkvision of any humanoid in the game), why does any drow item shed light? It just strikes me as being very incongruous.

Dark Archive Bella Sara Charter Superscriber

How is a rapier a vorpal weapon? Vorpal is for slashing weapons only - it's hard to see how you would decapitate someone with a rapier.


Sebastian wrote:
it's hard to see how you would decapitate someone with a rapier.

Stab them really hard in the forehead and make sure the rest of the body doesn't come with (I recommend cement shoes)?

Dark Archive RPG Superstar 2013 Top 32

Sebastian wrote:
How is a rapier a vorpal weapon? Vorpal is for slashing weapons only - it's hard to see how you would decapitate someone with a rapier.

Based on the artwork in the 3.x PHB, I've always kind of ignored the fact that rapiers are piercing weapons. The artwork most definitely LOOKS like a slashing weapon. But yes, strictly speaking, the vorpal enhancement is not valid for this weapon.


Probably artifact... It seems like a little beyond even a 3.5 epic item...


Fatespinner wrote:
Sebastian wrote:
How is a rapier a vorpal weapon? Vorpal is for slashing weapons only - it's hard to see how you would decapitate someone with a rapier.
Based on the artwork in the 3.x PHB, I've always kind of ignored the fact that rapiers are piercing weapons. The artwork most definitely LOOKS like a slashing weapon. But yes, strictly speaking, the vorpal enhancement is not valid for this weapon.

Just say this one does slashing as well.

Since, y'know, rapiers in real life actually do have a cutting edge most of the time.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Huh, missed that part.

The weapon belongs to the GMPC. *shakes head* Our party handed over some valuable intel to the drow (like on the order of being worth several kingdoms kind of valuable). The GM said we could ask for just about anything from the Matron Mother of the first house in return.

I asked for the Matron Mother's eldest daughter and heir to be exiled and gifted to me as a slave to do with what I will (she stole from me in the past and I wanted her to lose EVERYTHING in return) while our party druid asked for two +5 tomes (Strength and Intelligence) and our resident janni eldritch knight asked for a ring of three wishes.

Our GM's GMPC then asked for a magic weapon to be made for him. He then metagamed the description to get exactly the weapon he wanted. I guess he didn't realize vorpal didn't go on rapiers at the time. I'll be sure to mention that to him.

Last I checked, not including the immunity to destruction aspect, his weapon is worth just over 5 million gold and could only have been created by a 48th-level spellcaster (per the 3.5 epic rules anyways).

...and he tells us he doesn't play favorites... *shakes head*

Did I mention his GMPC is 18th-level while the rest of us are only 16?

He didn't even bother telling use that we could have asked for minor artifacts before asking for one for himself.

Though I'm not the GM, I am the resident rules lawyer in the group, so the GM had me stat out the item based on the description he gave me (which was little more than an out-of-game description on the order of "+5 keen speed vorpal wounding rapier that glows when danger is near").

Maybe I can talk him into changing it up a little bit to better fit the name (which he chose using some Drow words out of the underdark book).

Dark Archive RPG Superstar 2013 Top 32

Ravingdork wrote:
The weapon belongs to the GMPC...

Oh god...

Ravingdork wrote:
Our GM's GMPC then asked for a magic weapon to be made for him. He then metagamed the description to get exactly the weapon he wanted.

I would seriously not put up with something like that. If the GM wants to show off how cool he is, there's a place called MySpace that's designed for it. PCs should never be second-fiddle in a tabletop RPG. Ever.

Ravingdork wrote:
Last I checked, not including the immunity to destruction aspect, his weapon is worth just over 5 million gold and could only have been created by a 48th-level spellcaster (per the 3.5 epic rules anyways).

Yeah. That's just ridiculous. If I were you guys, I'd kill the GMPC in his sleep and take the weapon, then sell it and buy, like... the entire planet or something.

Ravingdork wrote:
He didn't even bother telling use that we could have asked for minor artifacts before asking for one for himself.

You guys must be enjoying his games, so I guess it's not for me to tell you how you should or should not play but man... it really sounds like this GM is just screwing you left and right.


Wow.

I sure wouldn't waste my time with that GM, much less do his paperwork for him.

Were I you, I would give up the charade and just GM a game. And have more dignity than your predecessor, don't run a GMPC.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Fatespinner wrote:
Ravingdork wrote:
The weapon belongs to the GMPC...

Oh god...

Ravingdork wrote:
Our GM's GMPC then asked for a magic weapon to be made for him. He then metagamed the description to get exactly the weapon he wanted.

I would seriously not put up with something like that. If the GM wants to show off how cool he is, there's a place called MySpace that's designed for it. PCs should never be second-fiddle in a tabletop RPG. Ever.

Ravingdork wrote:
Last I checked, not including the immunity to destruction aspect, his weapon is worth just over 5 million gold and could only have been created by a 48th-level spellcaster (per the 3.5 epic rules anyways).

Yeah. That's just ridiculous. If I were you guys, I'd kill the GMPC in his sleep and take the weapon, then sell it and buy, like... the entire planet or something.

Ravingdork wrote:
He didn't even bother telling use that we could have asked for minor artifacts before asking for one for himself.
You guys must be enjoying his games, so I guess it's not for me to tell you how you should or should not play but man... it really sounds like this GM is just screwing you left and right.

Though there are many problems with the GMPC being generally more powerful than the rest of us, the game remains surprisingly fun. What's more, the GMPC usually just sits in the background and rarely interferes with the characters and their actions/goals. The campaign is also primarily intrigue-based, so being a powerful combat monster doesn't mean nearly as much as in a typical game.

Though there is clear favoritism, I think, he makes a point of not stealing our spotlight. Even though I hate the very idea of a GMPC being in the party, it could be much worse than it is (as I said, we ARE having fun, oddly enough).

This super weapon--as well as the prolific number of artifacts that have already made an appearance in the campaign (I myself have a sphere of annihilation)--are the only things that have really given me much concern.


This item is obviously a major artifact :

It is an unique item, has a specific means of destruction, it bends the rules (piercing vorpal weapon) and it is way powerful.

On the other side.. this game seems so full of bs that one can hardly be bothered to look at the rules or whatever is appropriate, as long as you are having fun I guess ^^

Silver Crusade

Pathfinder Adventure Path Subscriber

Find a new GM.

Sovereign Court

Ravingdork wrote:

Huh, missed that part.

The weapon belongs to the GMPC. *shakes head*

I read more, but I didn't need to... GMPC's are nearly always a terrible idea in my experience. I avoid using them like the plague. If I want kicks as a player, I PLAY.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Remco Sommeling wrote:

This item is obviously a major artifact :

It is an unique item, has a specific means of destruction, it bends the rules (piercing vorpal weapon) and it is way powerful.

On the other side.. this game seems so full of bs that one can hardly be bothered to look at the rules or whatever is appropriate, as long as you are having fun I guess ^^

I'm going to try and talk him down to a +10 total weapon (that is +5, with +5 worth of abilities) along with the rod of alertness effect. That, to me, would be roughly on par with a powerful intelligent item that any ol' character could make given time and money.

I don't see why its indestructibility automatically qualifies it as a major artifact. All artifacts in Pathfinder are all but indestructible, even the minor ones.


On the bright side, Vorpal is a hilariously pathetic ability, speed isn't very useful on a rapier (that's for two handers, yo), and wounding is alright, so he more or less made a +5 weapon with a lot of not that great enchantments. The Rod of Alertness add on is just kinda sad and flaccid (HUR HUR RAPIER JOKE)

Honestly, you just got two hot drow babes. Granted the Janni could wish himself some hot slaves too, but in the case he doesn't, I think you clearly got the better deal here. Plus you got revenge to boot!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ProfessorCirno wrote:

On the bright side, Vorpal is a hilariously pathetic ability, speed isn't very useful on a rapier (that's for two handers, yo), and wounding is alright, so he more or less made a +5 weapon with a lot of not that great enchantments. The Rod of Alertness add on is just kinda sad and flaccid (HUR HUR RAPIER JOKE)

Honestly, you just got two hot drow babes. Granted the Janni could wish himself some hot slaves too, but in the case he doesn't, I think you clearly got the better deal here. Plus you got revenge to boot!

The rod of alertness add on was my idea. *makes a sad teary-eyed face*

He wanted something to warn him of danger in addition to the other effects. I had just finished reading about the rod of alertness an hour before and thought "how awesome is that!?"

Also, keep in mind that we rarely see combat. This is an intrigue game and we are all spies. If there is combat to be had, somebody screwed up somewhere. In such a game, the effects of a rod of alertness can be far more valuable than, say, an offensive artifact (offensive artifacts only bring us unwanted attention and trouble).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What do you guys think of this rewrite to make it more like a MINOR artifact in theme with its name? Right now, the only things that make it "artifact" level is the fact that it has a +11 total modifier and that its base price goes over 200,000gp (which, by the way, doesn't seem to even be a rule in Pathfinder anyways as existing Pathfinder items go over that price and still aren't considered epic, much less artifact level). Its themed abilities have also been changed around to better match its name.

Phaeklyr (minor artifact)
Phaeklyr (a drow term simultaneously meaning both “shadow” and “silence”) is a unique adamantine rapier whose power far exceeds most mortal weapons. It was created eons ago by one of the most powerful drow artificers ever known to have lived. It is a minor artifact that functions as a +5 keen speed wounding rapier that also acts as a rod of alertness. When activated as a rod of alertness would be (that is, when it is put to the ground as a standard action) it emits a field of darkness, darkening the surrounding area as if a darkness spell had been cast upon the weapon. As a minor artifact, it cannot be destroyed by traditional means. However, Phaeklyr rusts away to nothing if it is ever used to slay a drow matron mother. It has a caster level of 20.


GMPC can work, but they the GM has to tread very carefully.

The best GM PC I every ran was a cleric who was customized to be the party's healbot(since no one else wanted the role). During a later part of the story line, the GMPC began transforming into a ghale(the result of a wish recieved by each party member). This was mostly an excuse to experiment with the savage species rules.

This lead to a intermittantly frail (very low health with immunities and damage reduction)character that the party was dependant on. They had to protect her, and she kept them alive. It worked out really well.

The best part was when a hill giant smashed her in the face with a 3x crit. It should have killed her, and since she had transformed into a full outsider, raise dead was not possible. She barely lived(due to the effects of one of the other player's wish), but the look on everyone's face told me that I was doing a good job.

If the players are all wishing your GMPC would die, you are doing it wrong. If the players are all sad when your GMPC nearly dies, then you are doing something right.

In all of our subsequent campaigns, calling out the name of that GMPC has become the standard way of saying "I need healing".


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

3rd revision. Does it keep to the theme better without going over the power of a MINOR artifact?

Phaeklyr (minor artifact)
Phaeklyr (a drow term simultaneously meaning both “shadow” and “silence”) is a unique adamantine rapier whose power far exceeds most mortal weapons. It was created eons ago by one of the most powerful drow artificers ever known to have lived. It is a minor artifact that functions as a +5 keen speed wounding rapier that also acts as a rod of alertness. When activated as a rod of alertness would be (that is, when it is put to the ground as a standard action) it also emits a field of muted darkness, darkening and quieting the surrounding area as if a darkness and a silence spell had been cast upon the weapon (these effects last just as long as the prayer effect does). As a minor artifact, it cannot be destroyed by traditional means. However, Phaeklyr rusts away to nothing if it is ever used to slay a drow matron mother. It has a caster level of 20.


Fatespinner wrote:
Sebastian wrote:
How is a rapier a vorpal weapon? Vorpal is for slashing weapons only
Based on the artwork in the 3.x PHB

We're all clear that the 3.x "Rapier" illustration is completely wrong, correct? I was shocked it was included in the first place in 3.0 and upset that it was not corrected in 3.5 ...

At least PF changed their artwork for the Rapier to a correct image, but then produced slashing artwork for the Short sword. Well, at least it was 2-4 steps forward for a little one back.

Fatespinner wrote:
Ravingdork wrote:
The weapon belongs to the GMPC...
Oh god...

+1 to Fate's and Lincoln's comments, plus a few other people.

Ravingdork wrote:
3rd revision. Does it keep to the theme better without going over the power of a MINOR artifact?

What is the "theme" of the weapon? Who crafted it, and what was their intent and purpose? What is the history of the weapon?

It seems to me that a "shadow/silence" weapon, particularly one that makes you more "alert", is meant to be carried by an Assassin (job, not class ... in this case a Fighter, ideally 20+ level with BAB 20 and full iterative attacks ... read on). If you're carrying something this powerful, why would you ever stick it in the ground?

Why are the Drow making darkness weapons, anyway? Isn't that a bit redundant?

Why the bit about "destroyed by killing a matron"? A weapon this powerful seems purpose-built specifically to assassinate matron-mothers, so why allow it to rust away after your first kill and leave you without your best weapon now that you have to escape the scene of the crime and face their hordes of enraged followers?

Without context, this is just a silly piece of GM-jerk-off. Whenever you're creating anything artifact level, you need to answer the first three questions before you define the item's powers ... not after. Otherwise, it's all just random "well this feels good."

How about:

Once per day, using a Swift Action, the wielder can invoke a zone of silence and deeper darkness through which only they can hear and see, and lasts for a single round. If the weapon is plunged into the ground it continually radiates such a zone.

Because it is designed to assassinate Drow Matron Mothers, the rapier must drink their life-blood on a regular basis. For each year that passes without (participating in) killing a Matron it looses +1 from its Attack/Damage bonus as well as one of its additional enhancements. If the weapon is ever reduced to "+0" then it "dies" and is permanently a masterwork item that can never be re-enchanted with any form of magic. Each day it is exposed to sunlight also drains the weapon as if one year has passed without fulfilling its purpose. Following even a single "target" kill, any lost functionality is fully restored.

Why the above?

In this form, the weapon has been re-conceived as an artifact-level item designed by a fringe drow-cult specifically to assassinate Matron Mothers. It generates the zone for only 1 round when wielded, so it has speed and keen functions to maximize the likelihood of a kill in that first round. If the target does not die, the assassin plunges the rapier into the ground to continue the radiating zone and attacks the matron with a back-up weapon, aided by the wounding power of the rapier, which is ideally causing an extra 5hp damage per round of extended combat.

Because of the intent of the weapon, it was never conceived to leave drow domains, much less the Underdark, and so daylight dramatically affects it. The alteration to its purpose then impacts its "thirst" as well as its revised "method of destruction". Now the weapon has a ticking-clock. Granted, 1 year may be too long for some campaigns and too short for others (I don't know much about drow, but I presume there are only so many matron mothers around to kill). I chose a middle-of-the-road number that eventually will force the hand of the party at least once in a normal campaign.

Also, the necessity to keep if below-ground keeps this weapon from overwhelming said "normal" campaign.

Better idea ...

When carried and used above ground it's an intelligent +1 keen rapier but no longer is "clocked". When used below ground it gains its silence/darkness functions when stuck in the ground, as well as gains the drow-bane quality. Against a matron mother specifically it gains an additional "matron-mother-bane" as well as all of its other qualities.

These compounding bane qualities achieve its +5 rating, do massive extra damage against the intended target and increase the likelihood of a 1-round kill ... but you still have to get in and get out and deal with any guards or minions.

The weapon is now Intelligent, perhaps with a scaling Ego, and also scales with the circumstances under which it is used, keeping it from overwhelming a non-uber-epic campaign/party. All of the caveats should drop the price and CL to a reasonable number, as well. Frankly, for a 16th-18th level PC it's now effectively a back-up weapon or secondary TWF weapon under most circumstances, until it hasn't fulfilled its function in a while (killing matron mothers and their minions) in which case its Ego will start increasing and it will get nagging on its wielder.

All of these types of changes give it a real "theme" and a lot of "flavor" ... plus don't make it some overwhelming/favoritist in the hands of a GMPC.

HTH,

Rez

RPG Superstar 2012 Top 32

The only time I ever ran a GMPC was when they got her as a reward River Tam style (a girl in a treasure chest) after a long quest that involved finding a treasure map, three magic keys, an invisible island, and overcoming a really challenging encounter trap--then they had to find the cure for her magic curse-slumber. She was an aasimar healer (altered to be a spontaneous caster warmage-style, but with the healer spell list, of course). Usually, I tried to get one of the experienced players to run her as a 2nd PC so I could concentrate on the actual NPCs. Before she came along, the bard and druid had to share healing duty amongst 8 PCs.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Rezdave wrote:
What is the "theme" of the weapon? Who crafted it, and what was their intent and purpose? What is the history of the weapon?

The theme is secondary to the weapon properties itself (since the GM just wanted some cool abilities). If it weren't for me (assistant GM now I guess) there wouldn't even be a write up, much less concerns for balance. As far as I can tell, it's theme has something to do with darkness, silence, and sheer killing potency.

Rezdave wrote:
It seems to me that a "shadow/silence" weapon, particularly one that makes you more "alert", is meant to be carried by an Assassin (job, not class ... in this case a Fighter, ideally 20+ level with BAB 20 and full iterative attacks ... read on). If you're carrying something this powerful, why would you ever stick it in the ground?

The GMPC is a doppelgangar rogue 6/assassin 10. The weapon is (out of game) designed for him. In game, we don't know who it was originally designed for.

Why do people keep bringing up the sticking in the ground part? The GM complained about that too. Sticking one's sword into the ground does NOT mean you need to also relinquish your powerful artifact. It is simply a flavor description for why you are spending a standard action (think of a holy knight posting his sword and kneeling to pray--only in this case, it is a servant devoted to Lolth).

Rezdave wrote:
Why are the Drow making darkness weapons, anyway? Isn't that a bit redundant?

Because surface people can't see in the dark perhaps whereas drow wielders of this weapon can. Sure they have their spell-like abilities, but those run out.

Rezdave wrote:
Why the bit about "destroyed by killing a matron"? A weapon this powerful seems purpose-built specifically to assassinate matron-mothers, so why allow it to rust away after your first kill and leave you without your best weapon now that you have to escape the scene of the crime and face their hordes of enraged followers?

It was given a method of destruction because, to my knowledge, every artifact within the rules is invulnerable, but for one extremely difficult method of destroying it.

This weapon was never designed to slay matron mothers. It was made to serve Lolth and her drow (and is a big part of why it can't be used against a Matron Mother). I don't even know how you came to the conclusion that it is "optimized for slaying matron mothers" as drow can see through darkness and I can think of much better weapons for the task.

Rezdave wrote:
Without context, this is just a silly piece of GM-jerk-off. Whenever you're creating anything artifact level, you need to answer the first three questions before you define the item's powers ... not after. Otherwise, it's all just random "well this feels good."

I wholeheartedly agree.


Ravingdork wrote:
Rezdave wrote:
What is the "theme" of the weapon? Who crafted it, and what was their intent and purpose? What is the history of the weapon?
The theme is secondary to the weapon properties itself (since the GM just wanted some cool abilities).

Yep ... I think we all kinda got that :-)

Ravingdork wrote:
Rezdave wrote:
why would you ever stick it in the ground?
Why do people keep bringing up the sticking in the ground part?

Maybe because the word "stick" as opposed to "poke" and the fact that the weapon is a rapier rather than a longsword or axe or club leaves one with the impression that to activate these effects it must be stuck in the ground and left there to operate the effect, rather than just poking once to activate it.

Reread my previous comments in that context.

Ravingdork wrote:
Rezdave wrote:
Why are the Drow making darkness weapons, anyway? Isn't that a bit redundant?
Because surface people can't see in the dark perhaps whereas drow wielders of this weapon can. Sure they have their spell-like abilities, but those run out.

True, but I get the impression that there is more drow-v-drow conflict than drow-v-surface within their society. This is more of a world/GM-interpretation thing. Sure, from a PC/typical-gamer perspective the issue is drow-v-surface, but realistically I don't see them producing a lot of anti-surface weapons. If they did, then I think dual human/dwarf-bane would be a much better quality than keen or even wounding. Bane on a powerful weapon increases the likelihood of a one-hit-kill on mooks and lower-level adventurers in a way the others don't, and is still highly functional against high-level opponents. Wounding takes a long time over a drawn-out battle to equal the damage bane would add, and is reset by a single application of any cure, which will definitely happen over the course of a battle extended that long.

Again, it's a case of "sounds cool" rather than logical weapon design.

I realize I may be preaching to the choir here, and that your GM's intent and your interests seem divergent, but to a certain degree I'm writing these design issues for the benefit of outside readers and newer GMs perusing the thread to get ideas or learn more about artifact design rather than speaking directly to you.

We stumble across each other frequently on these boards, so I just wanted to make that point explicit ... comments that quote you aren't always directed personally to you, but rather more broadly to the "general audience" :-)

Ravingdork wrote:
This weapon was never designed to slay matron mothers ... I don't even know how you came to the conclusion that it is

As I mentioned before, I don't know much of the official "drow fluff" and before now had never heard of a "matron mother". Reading this thread, that's the first-impression I got and that's all.

We're in agreement about the GM's motivations, however, and I'm just reaching for some kind of interesting backstory and motivation for the weapon. That's what sprang to mind, but I tend to counter-program.

Anyway, that's where I'm coming from. Since we agree on the most significant point I feel I've said my little piece and will now fade into the shadows and maybe lurk a bit longer.

Peace,

R.

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