Scaling Artifacts!


Homebrew and House Rules

51 to 100 of 100 << first < prev | 1 | 2 | next > last >>

Feel free to add your own. Since they're artifacts, they don't need to be priced or have particular balance. As artifacts, they are balanced by when and where a GM sticks them in a campaign.

By the way, Drejk, you should add some destruction clauses for your artifacts. All good plot devices need some suitably entertaining method of destruction!


*yawn* Damn, now they want me not only to think about creation of magic items, but also about their destruction...

Talon of Mavan would be probably destroyed normally as named unique magic item and not true artifact, the same for the desert outfit. Non-unique items such as tomes of lore, mossmantles, steelmind, blasting rods (which explicitly can be sundered) could be destroyed in regular way as well.

Blood collector might be unique and exceptional but is still wooden box full of glass and can be shattered or shattered. Others - it could be harder. I might get an idea or two.

Liberty's Edge

1 person marked this as a favorite.

This is an item I made for a mixed alignment party in a custom campaign which I am running. The contract was offered to LE Assassin who after some discussion signed the contract. The last few clauses tie into my campaign but should be generic enough for most campaigns to use for at least a side quest. The clauses get kind of long winded, but I wanted something which would allow him to unravel more about the item as he leveled with a devilish flair. The item is roughly balanced for a 9th level character, but has a lot of flavor for evil-ish characters.

Read the clauses carefully there one or two subtle traps laid into the early clauses.

NOTE:
This item writeup was originally made for a home-brew campaign and is not written like a traditional magic item. I can convert this to a more traditional item writeup if requested.

THE SMOLDERING HORNS OF NESSUS (and a contract which you might regret!)

This item appears at first to be a moderately sized horn from a fiendish creature, but upon further inspection the item smolders like the last embers of a fire. This smoldering effect is constant and can not be removed from the item. This item is an ancient and powerful tool of the ruler of Nessus. The item is only gained by mortals through the signing of a contract. The only other alternative would be to conquer Nessus and claim ruler-ship which could prove to be less risky than signing the contract...

Upon signing the contract the player gains the following information:

When this horn is placed on the users head (fills the head slot) it grows to resemble a pair of budding demonic horns which smolder as the item does. The horns must be worn in this manner to be used. In addition, it allows the wearer to use Summon Monster V as the spell with a caster level of 9, except the wearer may only summon devils. This effect can be used at most 2 times per day and each use consumes a charge. The horn begins with 3 charges.

NOTE:
This was originally a permanent devil companion, but felt a little over powered to me. So, I discussed with the player and nerfed it to this version.

The horn can be recharged by enacting a demonic right which requires a humanoid creature which must either die during the ritual or have died no more than 1 minute prior. The ritual requires 1 full round with no distractions.

In addition the contract has a number of clauses written with devilishly difficult wording. These clauses may only be deciphered by an individual who has trained linguistics. Each paragraph below is a clause. The Linguistics DC is listed as the spoiler title for each section of clauses with that DC (one clause is not in spoilers since it covers how the item scales).

DC 0:
Only individuals who have signed this contract may wear the horns. Any other attempting to wear the horns will be burned by an unholy fire for 1d6 untyped damage on the first round and the damage increases by 1d6 every round thereafter until the wearer's body has been completely consumed or the horns are removed.

Any individual which has signed the contract is required to protect the gem and the attached extra-dimensional space. The only individuals allowed to possess the gem are those who have signed the contract, the ruler of Nessus, or representatives of the ruler of Nessus. If any other individual obtains the gem or control of the extra-dimensional space then the protection is considered to have failed. If the gem or extra-dimensional space are destroyed then the protection is considered to have failed. If the extra-dimensional space is detached from the gem then the protection is considered to have failed.

Failure to protect the gem will result in all those signed to the contract losing the ability to wear the horns and all those signed to the contract will be transported into the extra-dimensional space attached to the gem. Only those signed to the contract at the time of the failure will be affected.

DC 5:
The gem has an extra-dimensional space attached which the wearer may enter at will. Any creature inside the extra-dimensional space does not need to eat or sleep and does not age. Creatures within who require rest to regain spells and abilities must still do so and resting still heals hit point or ability damage normally. Any effect other than aging which is tied to time works normally.

DC 10:
The wearer of the horns may enter the gem's extra dimensional space at will, but may not leave once inside. While inside the extra-dimensional space any devil summoned by the horns remains for 1d4+1 hours as opposed the normal time constraint.

DC 15:
If the wearer of the horns fails at any time to protect the gem then the wearer's body will be immediately consumed in an unholy fire and the wearer's spirit will be trapped inside the gem. In addition, while the wearer's spirit is trapped within, the gem will transport any mortal creature which approaches the gem into the extra-dimensional space attached to the gem.

Those who have signed the contract may at any time request a copy of the contract. This copy may be requested via the devil summoned through use of the horns or by any other means which can contact a devil representative of Nessus. This copy will contain the exact wording of the original contract, but the writing will only be viewable by those who have signed the contract. If any individual willingly and knowingly signs the contract copy then the individual will also be considered to have signed the original and their signature will be added to the original contract.

DC 20:
The horns can be upgraded by performing a ritual in which the user presents a number of sacrifices and requiring a certain amount of gold and diamond dust depending on the level of the horn. In, addition to the monetary and soul requirements the wearer must be of a certain level to enact the ritual. When the horn is upgraded it can be used as a Summon Spell of a higher level. The details of the upgrade and requirements are listed below. Each upgrade must be done before the next can be attempted. With each upgrade the horns grow slightly. After the final upgrade the horns will have grown to resembles those of a pit fiend.

Summon Monster Level | Cost of Reagents (in gold) | Sacrifices Required(not cumulative) | Level Required
Summon Monster VI | 8,400 | 2 | 11
Summon Monster VII | 10,000 | 3 | 13
Summon Monster VIII | 11,600 | 4 | 15
Summon Monster IX | 13,200 | 5 | 17

DC 25:
If no charges are present the horns can only be removed for two rounds. After two rounds the horns will immediately and painfully imbed themselves in the wearer's head again. If a sacrifice is not made within 24 hours of the final charge being used the wearer is consumed by and unholy fire which burns for 1d6 untyped damage on the first round and the damage increases by 1d6 every round thereafter until the wearer's body has been completely consumed.

DC 30:
Once a new individual has signed the contract then any individual who had previously signed the contract may opt at any time to remove their own name from the contract. Once removed from the contract the individual is removed from all obligations as outlined within this contract and loses all benefits offered by the contract. The individual may at any time in the future as a free action decide to resign the contract and will at that time be considered the newest individual to sign the contract.

DC 35:
Any individual who has signed this contract who is targeted by a suggestion spell from the ruler of Nessus or his representatives receives no saving throw except when asked to perform an action which places the target in immediate physical danger. If the target later is placed in immediate risk of physical danger they may attempt another save.

Any individual who has not failed in their protection duty as defined previously in the contract or who is not currently signed on the contract may escape the extra-dimensional space by enacting a complex ritual within the <campaign specific room of the extra-dimensional space>. This ritual may only be enacted while the <three campaign specific keys> have been used to unlock their corresponding locks. This ritual requires fifteen minutes and a caster level check of 30.

DC 40:
The gem may be used by any individual signed to this contract as part of an ancient ritual. The only other individual who is allowed to use the gem in the ritual is the ruler of Nessus. Any other individual attempting to use the gem in the ritual will immediately be transported into the extra-dimensional space attached to the gem. The ritual is not defined within the contract...

EDIT: No known method can destroy this item.


Have you ever wanted an epic campaign that actually led to fighting the gods rather than just getting high levels and doing it because you could?

This is an artifact meant to be the centrepiece of a 1-20+ campaign and then another campaign after that dealing with the consequences of the first.

The first campaign follows a group of adventurers either sympathetic to her cause or not fully understanding the implications of their revolutions against worship and divinity. Their opposition takes the form of religious groups of all natures, good and evil, lawful and chaotic. Some may understand the threat more fully than the party. In the final battle against the united forces of the divine, the party must decide to summon the Chaos Queen to aid their fight or realise that her coming is not the great boon they envisioned and destroy the implement of her return.

The second campaign is about a new party in a world shaken by revolution in the wake of the Chaos Queen's return. Divine worship is persecuted and the power of the gods is waning. The party must struggle to survive and fight back for the rights of those who revere the gods and understand their purpose in the universe. They must fight to find the Hand and destroy both it and the Chaos Queen forever or gather enough compelling evidence to convince her that her quest to remove the gods is contrary to her desires. They likely end up battling the original party before gaining audience with the Chaos Queen herself.

If playing with the same group of players as played the first campaign, make sure to include plenty of callbacks to the original adventure.

Hand of the Chaos Queen

This left-handed spiked gauntlet takes the form of an articulated glove with long finger blades and an elaborate armguard that protects the arm up to the shoulder. It appears to be made from mithral but has a subtle violet lustre that suggests the metal is alloyed with something supernatural. The entire design flows with natural curves and bears impossibly fine filigree, as if sculpted by master artisians of minescule size.

The Hand belonged to a powerful fey that fought a long and painful campaign to excise the influence of outsiders over mortals regardless of their alignment. She never achieved her goal of allowing mortals to live free without need for gods, as an alliance of deities - both good and evil - struck her from existence just as she threatened to sever their access to the material plane. All that remained was her signature weapon and its potency against immortal threats.

While worn, the Hand whispers to the wearer in hushed tones. Most of the time the voices say little that can be heard comprehensibly, but at times it suggests the Chaos Queen may not have been banished as completely as may be believed.

If worn by a character that is neutral with regard to Law and Chaos, it inflicts one negative level until removed. If worn by a character that is lawful, it inflicts two negative levels until removed. These negative levels remain for 24 hours after the artifact is removed and may not be restored in any other way. The Hand of the Chaos Queen itself may negate these penalties if the wearer is specifically acting towards its goals (freeing mortals from divine influence) but may begin applying negative levels at any point it chooses if the wearer wavers in his or her conviction. If worn by a character that worships a deity, the Hand always inflicts two negative levels regardless of alignment. Outsiders and divine spellcasters that gain their spells from a deity are instantly turned to ash upon wearing the Hand willingly and cannot be revived except with Wish (Miracle does not work in this instance).

The Hand of the Chaos Queen has zero motes when first worn and gains the following abilities based on the number of motes it possesses (maximum 5 unless the wearer is higher than 20th level):

The Hand is a medium +1 Mithral and Cold Iron Spiked Gauntlet that grants a +2 armour bonus to AC. It grants a +4 bonus to attacks of opportunity made with it. For each mote it possesses, the enhancement bonus increases by +1 (to a maximum of +5) and the armour bonus increases by +2 (to a maximum of +10). If the wearer is higher than 20th level, the maximum bonuses are doubled.

0+ Motes

  • Absorb Mote - The Hand gains a mote if the wearer is directly responsible for the cessation of a major (CR greater than 20) outsider's worship or to halt a demon lord's access to souls, or another significant blow against religion. Gaining a mote should be a significant focus of an adventure and it is up to the GM whether the task is adequately achieved or fits the Hand's goals. Killing all the worshippers is generally not a satisfactory result as it does not free them. Inciting successful revolutions against state religions and leaving the people with a newfound belief in meaningful self-reliance certainly does count. It loses one mote if an entire year passes without gaining a mote.

1+ Motes

  • Graceful Motion (Su) - The wearer may add her Charisma bonus to attack and damage rolls with the Hand in place of her Strength bonus.
  • Interrupting Stroke (Su) - When used to make an attack of opportunity against a divine spellcaster or outsider casting a spell or using a spell-like ability, the Hand deals an additional 1d6 damage per level of the spell to a maximum of twice the number of motes possessed.
  • Resist Divinity (Su) - The wearer of the Hand gains an insight bonus equal to the number of motes possessed to saving throws against the spell-like, supernatural abilities and spells of divine spellcasters and outsiders.

2+ Motes

  • Outsider Bane (Su) - The Hand gains the Bane quality against all outsiders.
  • Spell Piercing (Su) - Spells and spell-like abilities cast by the wearer gain a +5 bonus to Caster Level rolls against the spell resistance of divine spellcasters and outsiders.
  • Swift Strike (Su) - As a swift action, the wearer may forgo all attacks of opportunity for one round to make an additional attack with the Hand.

3+ Motes

  • Banishment (Sp) - The wearer of the Hand may cast Banishment at a caster level equal to her character level once per day per mote possessed. The DC is equal to 10 plus 1/2 her character level plus her Charisma bonus.
  • Eternally Unbound (Su) - The wearer gains permanent Freedom of Movement. If dispelled, it automatically resumes at the beginning of the wearer's next turn.
  • Inspiring Presence (Su) - Allies within 30 feet of the wearer that do not worship a deity gain the effects of Resist Divinity.

4+ Motes

  • Fey Splendour (Su) - The wearer's creature type becomes fey for the purpose of spells and abilities. She gains DR 10/cold iron. If she already possessed DR bypassed by cold iron, it increases by 5.
  • Unearthly Grace (Su) - The wearer adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

5 Motes

  • She Comes - The Chaos Queen returns in her full glory, pleased with the work done by the wearer of the Hand. She is a CR APL+5 Chaotic Neutral fey with a lot of sorcerous spells and powers, including immunity to divine spells and the abilities of outsiders. The campaign ends with the wearer becoming her most favoured servant and she resumes her quest of removing the gods. Time for a new campaign with a new party setting out to stop her! It doesn't have to be a fight. She is clever and manipulative but not violent by nature. A suitably epic act of diplomacy may persuade her to let the gods remain.

The Hand of the Chaos Queen is an intelligent artifact with an ego score of 20 plus 2 per mote it has gained. It is able to sense everything its wearer can but does not communicate except in subtle urges. Its purpose is to free mortals from the yoke of divinity and bring about the return of the Chaos Queen. It is pleased by the banishment of outsiders that are influencing mortals (even to the benefit of those mortals) but does not revel in their destruction unless necessary.

Destruction

The Hand of the Chaos Queen may be destroyed by summoning the Chaos Queen herself and her death being at the hands of a mortal wielding it. Alternatively, if she is persuaded to stop, she takes back the Hand for herself.


Lost Embers of The Fire Lady

Description: This item is a fiery red silk vest. Its flaps are packed with constantly smoldering embers embedded into the fabric. It is said that the embers were collected after passing of Ymeri, the Lady of Flame and placed upon vest spun of the great Fire Spider's silk. It is said that lost embers will retain their potency as long as Ymeri lives and not a day longer.

Abilities: The vest grants cold resistance 1, fire resistance 1, +1 enhancement bonus to caster level while casting fire spells or using fire spell-like abilities and +1 circumstance bonus to Charisma-based ability and skill checks made to interact with fire outsiders. If the wearer is outsider with fire subtype the +1 enhancement bonus applies to all its spell-like abilities, making it desirable to efreet.
The cold and fire resistances granted by this item stacks with cold and fire resistance gained from other sources and increase by the highest level of fire spells prepared (or highest level of fire spells know with at least one unused daily slot of that level or higher if spontaneous caster).

Wearer of the vest also improves fire-based abilities already possessed:

  • Oracles of flame that have any of the following revelations can use them one more time per day: Fire Breath, Firestorm, Form Of The Flame, Heat Aura. Touch of flame revelation and firebolt ability of fire domain can be used two more times per day. Wings of flame can be used for two additional minutes per day.

  • When the wearer assumes form of creature with fire subtype through spell, spell-like or supernatural polymorph ability, he can cast spells in that form as if having Eshew Materials and Natural Spell feat, retains armor bonus of melded equipment and can activate melded items as if wielding them.

  • Any creatures with fire subtype summoned with spells, spell-like or supernatural summoning abilities gain +1 sacred bonus to their attack rolls and weapon damage rolls (including natural weapons), saving throws and skill checks.

Destruction: Lost embers will go out the same day, the Lady Ymeri dies. They will also go out if her tears fall on the vest.


Wow, Looks great, thank you.


For Umbral Reaver, special destruction conditions for some of the items already created:

Nightwatcher shatters if the wielder that attained highest rank in the settlement unlocking the weapon's maximum power betrays the settlement leading to its complete destruction.

The Edge Of Anarchy might be wished to shatter, but only with the wish it grants after vanquishing royal bloodline.

The Devourer Of Spirit dies when the host willingly starves oneself to death (quite hard due to the devourer contrary urges and its ability to sustain the host without food). The Ego score of the devourer should increase by 1 per day of fasting.

The master ring has to be thrown into the volcano where it was forged... Uh, wait, that's the other ring!

Other items generally can be destroyed normally. In fact, Nightwatcher could be destroyed too, its shattering is an special feature not destruction condition.


Rod Of The Trusted Companions

Description: A straight rod made of ivory-like material covered with images of fantastic beasts carved along its length. Extended research can determine that it is made of bone of some sort of rare extraplanar pack beast of enormous size.

Abilities: The rod can be wielded as a +1 light mace. Characters with some sort of companion gained as a class feature, such as an animal companion, a mount, an eidolon or a familiar unlock additional abilities as the companion's HD increase (note that familiar HD do not really increase granting only 1 HD benefits in case of regular familiar or their racial HD in case of improved familiars).

1 HD: the recipients are linked with bond that allows them to affect each other with touch ranged effects and to be considered adjacent from 10 feet (or adds 5 feet to their reach for that purpose).

3 HD: the recipients gain Shielded Caster as a bonus feat.

6 HD: the bond range extends to 15 feet (or +10 feet beyond regular reach) for the purpose of touching each other or being considered adjacent. The rod itself acts as a +2 light mace.

9 HD: the recipients gain Shake It Off as a bonus feat.

12 HD: the bond range extends to 20 feet (or +15 feet beyond regular reach) for the purpose of touching each other or being considered adjacent. The rod itself acts as a +3 light mace.

15 HD: the recipients gain Allied Spellcaster as a bonus feats with spell-like abilities counting as spells known for the purposes of this feat as long as they have daily uses left.

The benefits granted by the rod apply to the wielder, his special companion and any creatures summoned by him with spells or spell-like abilities.


The Champion

Description: The Champion is a longsword of the finest craftsmanship with blade made of superior steel, basket hilt, atypical for a longsword, adorned with gold and brass, grip covered in dire shark hide and pommel studded with a ruby. Despite being worth at least 1,000 gp for craftsmanship and materials used, it remains efficient and deadly weapon, however.

Abilities: The Champion is a masterwork longsword that can be wielded as a finesse weapon that shows greater power in hands of successful duelist. The blade manifests its powers basing them on the highest base attack bonus of opponent defeated by the wielder in one-on-one combat.

BAB +3: The blade becomes +1 weapon.
BAB +5: The blade gains duelist property.
BAB +7: The blade enhancement bonus improves to +2.
BAB +9: The blade gains keen property.
BAB +11: The blade enhancement bonus improves to +3.
BAB +13: The blade gains defending special quality.
BAB +15: The blade enhancement bonus improves to +4.
BAB +17: The blade gains bane quality against the creature type and subtype matching its wielders type and subtype.
BAB +19: The blade enhancement bonus improves to +5.

The Champion can be recalled by the owner that used it to win at least one one-on-one combat with a swift action, teleporting to his hand as long as the blade and the owner are on the same plane. To claim ownership of the champion, the new wielder must either receive it from a willing previous owner or defeat him in one-on-one combat.

Destruction: The Champion can be sundered in one-on-one duel by any weapon, regardless of enhancement bonus. It suffers normal damage in all other circumstances, including regular invulnerability to damage from weapons of lesser enhancement bonus, but it repairs to full hit points after the end of any fight.


Drejk brews a small necromancy spell!

I will repost some of items I presented here on my blog. Starting with Dragondoom.


Austin Morgan wrote:

Dotting for massive interest.

A variety of artifacts will pop up in my upcoming campaign and I'd love to get more ideas!

I second that motion. This is exactly what I need.


Try to keep the thread undead with a weapon for the power gamers, or at least the damage optimizers...

The Sword Of Khoram The Unstoppable

Story: Khoram was a half-orc beserker devoted to the War itself, finding the participation in the fray the deepest spiritual experience. Cause or purpose of the battle was meaningless to him. Only the fickle tides of battle, fear, anger, blood, sweat, pain and glory held any significance. The endless bloodshed infused his sword with power of glory and death.

Description: The Sword is a long and tarnished two handed blade. When someone claims the blade it starts to gather stains of blood that cannot be removed until another person claims the sword from the death clutches of the previous owner.

Abilities: The Sword of Khoram is a +2 furious vicious greatsword that grants its wielder temporary hit points equal to the highest damage that wielder inflicted with the sword in a single hit. This temporary hit points are gained (or refreshed) once per day, after eight hours of rest when the character heals naturally. Each day the wielder does not participate in a real (possibly lethal, non-training, non-staged, non-friendly) combat the amount of temporary hit points granted by the weapon drops by 1.


.


1 person marked this as a favorite.

This thread both inspired me and brought back memories. Therefore I made this as a tribute to that memory. It is more than likely over powered. If so... oh well.

Mozenrath’s Gauntlet
Description: A simple yet powerful magic gauntlet once owned by an arrogant sorcerer who ruled the land of the black sand; it is made of dark faded brown leather with dark black lining at the end of the gauntlet and was made to be worn on the right hand. Being made of and used for dark magic, it causes the hand using the gauntlet to decay until only a skeletal hand remains. While the hand consists of only bone, the magical properties of this artifact allow the hand to continue to be used as normal while worn.

Note: Only non-lawful characters may learn to use this artifact’s powers.

Abilities: [by Caster Level]
1st – 5th = Destane’s Successor
6th -12th = Xerxe’s Master
13th – 15th = Mamluk’s Ruler
16th – 20th = Ambition of Power

Destane’s Successor:
Mozenrath was said to have overthrew his master, Destane. Doing such an act takes careful planning and secrecy. As such, at 1st caster level and onward, Mozenrath’s gauntlet gives a bonus to your initiative roll equal to ½ your caster level (minimum +1).

Xerxes’ Master:
At 6th caster level and onward, Mozenrath’s familiar Xerxes is reborn and follows you, the new wielder of Mozenrath’s gauntlet. Xerxes is a flying eel with the same stats as a fiendish viper familiar except with the following changes.

It gains a flight speed of 20ft., and it is capable of speaking common and Necril.

Mamluk’s Ruler:
At 13th caster level, while wearing Mozenrath’s Gauntlet, the wearer adds the spell Control Undead automatically to their spells known. Additionally the wearer adds +1 to the DC of the Control Undead Spell as well as +1 HD towards the total HD of undead that can be controlled. These bonuses increase by 1 for caster level past 13th caster level.

When not wearing Mozenrath’s Gauntlet, the Control Undead spell is no longer added to the spells known of those who have worn it. The wearer or would be wearer may still learn Control Undead as normal if they choose.

Ambition of Power:
At 15th caster level and onward, while wearing Mozenrath’s Gauntlet, the wearer adds +1 caster level to any spell cast.

--------------------------------

Now, onto Mechanicles's Monocle...


As usual it may be a bit overpowered, but this just popped in my head and sounded like it'd be fun. Even if it were given to a villain NPC against a party.

Litnon’s Mask

Description: Litnon was once a tyrant kings most skilled assassin and thief. He was said to never make a sound and would rarely talk. If he did talk, it was with great purpose and people listened. After he died of natural means it was said the tyrant king had his court wizard transfer a piece of Litnon's soul into the mask.

The mask itself is a dull grey metal, with small but satisfactory eye holes, a small area open for the nostrils but no mouth. It has engraved tally marks upon it, numbering to 30. It is said that this number is the notable assassinations that Litnon was particularly proud of, such as powerful wizards, barbarian chieftains and even a few kings.

Abilities: (Based on Stealth Skill Ranks)
1 – 5 ranks = Hide & Seek
6 – 10 ranks = Hunter’s Bane
11 – 15 ranks = Litnon’s Veil
16 – 20 ranks = Litnon’s Mastery

Hide & Seek: While wearing Litnon’s Mask and the wearer has 1 or more ranks in Stealth, the wearer gains a bonus to their Stealth and Perception checks equal to half the ranks the wearer has in Stealth rounded down (minimum +1). [Example: If the wearer of Litnon’s Mask has one rank in Stealth, they gain a +1 bonus to Stealth and Perception checks. If they have 20 ranks, they would gain +10 bonus to Stealth and Perception checks.]

Hunter’s Bane: While wearing Litnon’s Mask and the wearer has 6 or more ranks in Stealth, the wearer does not leave any tracks, does not have a scent and gains a +2 bonus to Will against Scrying spells.

Litnon’s Veil: While wearing Litnon’s Mask and the wearer has 11 or more ranks in Stealth; each day the wearer may choose one type of creature type (Humanoid, Magical Beast, Outside (evil), etc…). While within 5 feet of the chosen creature type, they are considered to be invisible.

This is as the invisibility spell except for the following changes. The invisibility lasts as long as they are within 5 feet of the creature type or until successfully discovered through magical means or physical contact. If the wearer attempts to attack they immediately lose the ability for the day after the attack.

Litnon’s Mastery: While wearing Litnon’s Mask and the wearer has 16 or more ranks in Stealth, the wearer may choose to be completely devoid of sound for 1 hour. This allows the wearer to run at full speeds without making a sound as well as other actions that would normally make unwanted noise. This ability extends to objects or creatures being picked up or grappled.

For example, when picking up a key chain full of keys, no sound will be made. When grappling an opponent while under this effect, as long as the opponent is successfully grappled they too do not make any sound. If they break free they regain the ability to make noise.

This ability does not have to be used for one full hour, but must be used in at least 5 minute increments.


I know I said earlier that I'd do the monocle of mechanicles, but I decided on this instead. Yet again probably over powered, but that is what tweaking is for I guess.

Eye of the Envisioned

Description: This smooth silver eye has intricate designs engraved into it, however no pupil can be seen anywhere upon the eye. Said to have been created by a skilled Elf Wizard after he lost his eye in battle, the eye was used as a replacement. After he died many a century later, he passed the eye down to his apprentice who then pawned it for a wand of prestidigitation.

Note: The eye must be placed in an open and unused eye socket (Meaning no eye can be in that eye socket) and must be used for 24 hours before any of the abilities are usable.

Abilities: [Based off of Perception Skill Ranks]
1 – 5 ranks: Perfect Replacement
6 – 10 ranks: Night Sight
11 – 15 ranks: See Through
16 – 20 ranks: True Sight

Perfect Replacement: As long as one uses the Eye of the Envisioned and has at least 1 rank in perception, they do not take penalties for having only one real eye. Also, they may use the spell Detect Magic as a spell like ability a number of times per day equal to their Wisdom modifier. (Character level for detect magic is treated as Caster Level.)

Night Sight: As long as one uses the Eye of the Envisioned and has at least 6 ranks in Perception, the user gains dark vision up to 60ft. When the user has 12 or more ranks in perception the range of their dark vision is increased to 120ft.

See Through: As long as one uses the Eye of the Envisioned and has at least 11 ranks in Perception, the user gains the ability to see through objects. (This ability is acts exactly like the Ring of X-Ray Vision).

True Sight: As long as one uses the Eye of the Envisioned and has at least 16 ranks, the user gains use of the spells, True Seeing and Discern Lies as spell like abilities. Each is usable once per day and treats the users character level as the caster level for the spell duration.


I've written an online article for Kobold Press that relates to this. The idea was creating scaling items that are suitable for monks that follow the (Pathfinder) Vow of Poverty.

Part 1
Part 2
Part 3
Part 4

Hope you find it useful :)


Thanks to my players who gave me their old laptop I am able to play Lord Of The Rings Online again! Which means a dozen or so legendary items leveled for the last two weeks... Speaking of scaling items, here is a new one to revive the thread:

Legion Of The Unliving
Description: A staff forged of dark adamantine topped with a small skull carved out of piece of black onyx. Small shards of blood-red rubies are placed in the skull's eyesockets.

Abilities: Legion Of The Unliving is a staff of great necromantic power. It grants +1 bonus to caster level and saving throw DC of any Necromancy spells and spell-like abilities cast by the wielder and substitute for any focus or divine focus component for them as long as the value of original focus does not exceed 25,000 gp. The wielder also gains +1 enhancement bonus to melee and ranged touch attack rolls.

The staff attunes to a single owner after being used as a part of casting Necromantic spells or spell-like abilities that create a total of seven Undead creatures. Once attuned the owner gains the benefits of the staff as long as it remains within 10 feet, even while he's not wielding it. Additionally, the owner increases his maximum number of hit points by 1 per Undead creature under his direct control.

Any Undeads created by the attuned owner increase their hit points by his Knowledge [religion] ranks.

Th owner of the staff gains additional powers dependent upon the kind of controlled Undeads.

Spoiler:
Devourer: The owner of the staff controlling at least one devourer may take a standard action to destroy single Undead under his direct control and recall single spells used within the same day of level equal to or lower than one-half of the destroyed Undead's HD. Spontaneous casters can regain used spell slot instead.

Ghoul/Ghast: The owner of the staff controlling at least one ghoul gains immunity to paralysis caused by any Undead or Necromancy spell or spell-like ability. Additionally he may feed on remains of any creature regardless of the degree of decay, bones and even ashes gaining sustenance without risk of poisoning or sickness. Owner of a ghast gains all the benefits associate with ghouls and becomes immune to sickened condition caused by smells.

Mohrg: Whenever the owner of the staff controlling at least one mohrg or any of his controlled Undeads kills a living creature, a burst of vital energy is unleashed healing one point of damage per the killed creature's HD. The owner may spread that healing between oneself and any of his Undead minions within line of sight.

Mummy: The owner of the staff controlling at least one mummy gains immunity to diseases but can still be their carrier.

Shadow: The owner of the staff controlling at least one shadow gains immunity to Strength damage. Additionally he can touch a living creature as a standard action and deal 1d4 points of Strength damage.

Skeleton: The owner of the staff gains one point of cold resistance per HD of skeletons controlled.

Spectre: The owner of the staff controlling at least one spectre suffers no damage from non-magical attacks.

Wraith: The owner of the staff controlling at least one wraith gains immunity to Constitution damage. Additionally he can touch a living creature as a standard action and deal 1d4 points of Constitution damage.

Zombies: The owner of the staff adds one additional hit point to his maximum hp per HD of zombies controlled in addition to bonus hp gained for controlling Undeads.

Destruction: Legion Of The Unliving can only be destroyed by using it as a spell focus while returning a dead god to life.


Drejk wrote:
Royal Crown Of The Heroic Sovereign

I was perusing the thread again and I misread the item's name as Royal Crown Of The Heretic Sovereign... Now I think I should design such item.


Drejk wrote:

*yawn* Damn, now they want me not only to think about creation of magic items, but also about their destruction...

Talon of Mavan would be probably destroyed normally as named unique magic item and not true artifact, the same for the desert outfit. Non-unique items such as tomes of lore, mossmantles, steelmind, blasting rods (which explicitly can be sundered) could be destroyed in regular way as well.

Blood collector might be unique and exceptional but is still wooden box full of glass and can be shattered or shattered. Others - it could be harder. I might get an idea or two.

Dumping the blood of a zero level human into the blood collector would cause it to explode. :)


The Shaman's Cowl: This cowl is made from the head and pelt of a dire wolf and takes the head and cape slots. While worn, the wearers total levels count as a cultist. Their hit dice levels are added to any attempt to conduct a ritual. Their character level is added to their first attempt to influence a monster through magic(DC) or skill that day. Intelligence and wisdom bonus is added to the wearer's natural armor class only during rituals.
It can only be destroyed by the wearer being sacrificed in a ritual. This can be self sacrifice.
There are rumored to be ones made from a cave bear and a saber tooth tiger, but attempts to make new ones have failed.


Zero level humans are hard to get these days ;)


Ditch diggers, barmaids, most farmers and farmhands, street sweepers, ect. In organizations I went into greater detail. There are entire villages almost all zero level. Bandits and orcs harvest them regularly till they convince heros to come help them.
Abilities 2D6, hits 1D6. 6+int bonus(if any) skills. One profession and one craft as psudo class skills. If they get training or a point of experience in a class, recreate as a first level character.


dot times 900000000000000000000000000000000000000!!!!


Drejk wrote:

The Devourer Of Spirit

Description: A blackened taloned bird-like forearm, partly covered in very fine gleaming scales. A tangle of strange colored veins and nerves dandles from the butchered stump. It is rumored to come from unknown daemon that was killed for his monstrous, even for a daemonic standards, voraciousness.

I just found a very fitting picture (except it should be mirrored to have the thumb-like claw on the opposite side): The Devourer Of Spirit.


Master Of None

Description: Master Of None is a fancy crimson shirt adorned with black and gold threads.

Abilities: The shirt grants various abilities based upon the wearer's class. For each class the wearer has an ability is gained that scales with the number of classes to which wearer belongs.

Spoiler:
Alchemist: The wearer can use one additional bomb per class.

Barbarian: The wearer gains one additional round of rage per day per class.

Bard: The wearer gains one additional round of performance per day per class.

Cavalier: The wearer adds number of classes he belongs to to his cavalier level when determining his mount's abilities.

Cleric: The wearer adds number of classes he belongs to to his cleric level when determining effects of his Channel Energy ability.

Druid: The wearer adds number of classes he belongs to to his druid level when determining his animal companion's abilities.

Fighter: The wearer increases his maximum hit points by three per class.

Gunslinger: The wearer increases his maximum number of grit points by one per class.

Inquisitor: The wearer adds number of classes he belongs to to his inquisitor level while calculating effects of his judgements.

Magus: The wearer increases his arcane pool by number of classes he belongs to.

Monk: The wearer gains bonus to unarmed damage equal to number of classes he belongs to.

Oracle: The wearer adds number of classes he belongs to to his oracle level while determining effects of the Oracle's Curse.

Paladin: The wearer adds number of classes he belongs to to his paladin level while determining damage bonus of his Smite Evil.

Ranger: The wearer adds number of classes he belongs to to his favored enemy bonus.

Rogue/Ninja: The wearer adds number of classes he belongs to to his damage with Sneak Attack.

Samurai: The wearer adds number of classes he belongs to to his samurai level while determining damage bonus of his challenge.

Sorcerer: The wearer adds number of classes he belongs to to his sorcerer level while determining bloodline powers possessed.

Summoner: The wearer adds number of classes he belongs to to his summoner level while determining abilities of his Eidolon.

Witch: The wearer adds number of classes he belongs to to his witch level while determining effects of his hexes.

Wizard: The wearer adds number of classes he belongs to to his wizard level while determining effects of his arcane bond and arcane school abilities.


From my exploration of the SRD in regards to artifacts, Rite Publishing put out one item that scales, though its powers also cost money in a ritual to unleash.

http://www.d20pfsrd.com/magic-items/3rd-party-magic-items/3rd-party-artifac ts/3rd-party-minor-artifacts/rite-publishing/mournsky

I think it's a good design, though nothing says it's the only usable format.

Also, holy shit I needed this thread so badly. As much as I enjoy the format of Mournsky, it feels far too dark for my Magus pirate to wield.


War-staff Of The Eldritch Knight

Description: A staff made of ironwood and steel with one end being a sharpened blade.

Abilities: The war-staff can be wielded in one hand as a club or in two hands a quarterstaff with one end dealing bludgeoning and one end dealing slashing damage. It might be also used as a magical implement granting +1 bonus to the wielder's caster level for every three combat feats known.

The war-staff weapon properties are determined by magical abilities of its wielder, the more powerful spells he can cast, the more powerful weapon the staff is.

1st level: the war-staff is a +1 weapon.
2nd level: the war-staff gains spell storing property.
3rd level: the war-staff is a +2 weapon.
4th level: the war-staff gains called property.
5th level: the war-staff is a +3 weapon.
6th level: the war-staff gains ghost touch property.
7th level: the war-staff is a +4 weapon.
8th level: the war-staff gains transformative property.
9th level: the war-staff is a +5 weapon.

All the properties apply to both ends.


I wonder if it would be possible to turn this thread into a request thread. o.o


Well, you can always try (one request was fulfilled) but I promise nothing. I have much less ideas for scaling items than I had last year. Probably because I prefer to avoid repeating the same scaling methods.


I'm skulking this tread from now on. I just discovered it this morning. My players had been going on about Legacy items and wanted them, so I gave them some but I think they were confused; they wanted items that simply scale w/their abilities. Its been almost 2 full levels (5 game sessions) and they haven't done anything with the items at all.

I'm considering just scaling the itmes w/their levels instead of having complicated rites and such. For that reason when I saw this thread floating out there I thought "maybe there's some ideas in there. I'm really thankful for all the contributors and the work here.

I will try to come up w/something cool for my players and post it here. Thanks again for the inspiration.


A spell-storing sword with bonuses based on the level of spell stored.
A magic item granting the captain of a ship bonuses based on the size of her crew.


Tricorne Of The Flamboyant Captain

Description: A tricorne made of the highest quality materials, adorned with gold lace trimmings and feathers of exotic birds from unknown lands.

Abilities: Anyone can wear the tricorne of the flamboyant captain to gain +4 enhancement bonus to Charisma score.

While the wearer is in command a sea or air vehicle the tricorne bestows additional blessings upon the captain and his crew. Both the ship and the captain gain bonus to saving throw equal to his Charisma bonus (if any). This ability does not stack with the paladin's divine grace class feature.

The ship commanded by the tricorne's wearer gains 10 temporary hit points per crew members present when the ship leaves a port. Those hp last until depleted or until the ship anchors at port again* and protect both the hull and the vessel's propulsion. Crew members that die or are released from service due to injuries or illnesses do not reduce temporary hit points granted by the item but those who flee or are released for any other reason reduce the temporary hp pool accordingly.

For every twenty non-soldier passengers or a single major passenger** currently on board of the ship the captain gains +1 bonus to his driving skill checks, increases the vessel's acceleration by 5 feet and the vessel's maximum speed by 20 feet to a maximum of +6 bonus, +30 feet of acceleration and +120 feet to maximum speed.

Whenever the captain fails a driving check or the vessel fails a saving throw, the captain my decide to call upon the fate and re-roll the failed roll. This causes the fate to lash back soon, however.

01-25: Nothing happens. This time.
26-50: A bad omen haunts the ship for 2d6+1 days making the crew shaken.
51-75: 1d6 crew members are struck by fate with accidental death, crippling injury or fatal disease.
76-90: In 1d6 days, the ship faces an unexpected danger, such as a sudden storm, unknown reefs or attack of a sea monster.
91-95: The ship and the captain draws attention of a sea wanderer devil.
96-00: Roll twice.

The tricorne of the flamboyant captain has a darker side as well. While commanding a sea vessel, the wearer of the hat can deliberately execute a crew member or a passenger during a short ceremony taking around five minutes to call a sea wanderer devil. Conjured ishmagon either climbs the ship's side openly within 2d6 rounds, or cunningly appears in the captain's quarters the following night, with roughly 50% chance for each, unless a sea wanderer devil was already interested in a ship.

The captain can either muster the called devil to join the crew for a single journey (if a crew member was executed) or request the devil to use its infernal seafarer ability upon the ship (if a passenger was executed).

*:
A port for the purpose of this item, is a settlement with a suitable harbor, natural or artificial, with enough population to qualify as a small town (at least 200 denizens).

**:
Members of high aristocracy, very important merchants, local officials, high ranked priests and powerful wizards. Depending upon theme of the game beautiful daughters or sons of notables might count as long as they are either romantically attractive to the tricorne's wearer or provoke his/her parental reactions.


Here's my only scaling Artifact for my current homebrew game that I am currently using. It is put into spoilers because I know some of my players read my posts and they've been scratching their heads trying to figure out what it is:

Spoiler:
Seriously, please don't read if you're one of my players.
The Un Ken

Aura: Strong Conjuration; CL: 30th
Slot: None; Weight: 6 lbs

Description

The Un Ken is at a first glance a finely crafted Katana, featuring a with 3 intricate black markings etched upon its blade.

If identified, it is revealed as a +1 Keen Adamantine Katana that gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll.

However upon inspecting the Un Ken with True Seeing or similar abilities; the 3 seemingly mundane symbols ingrained upon the length of the blade reveal themselves as arcane seals containing Wishes. Under the right circumstances(up to the DM) an individual seal will weaken, the blade will glow green as if light is cast upon it alerting the wielder, and reveal a command word to it's wielder. The circumstance that unlock the seals vary, but often occur when the wielder nears enemies of unusual strength or the wielder himself achieves such powers.

As each Wish is spent and a seal on the sword broken; The sword's enhancement grow as listed below. In addition to increased enhancement, the blade garners new abilities corresponding to the nature of how the Wishes are spent and the wielders alignment. For example if the wish is used to commit an evil act by a chaotic neutral character, the sword gains 1 of the listed abilities chosen by the player from the Chaotic, Evil, or Neutral abilities.

Scaling Enhancement:
3 Wishes Remaining(full): +1 Base Enhancement
2 Wishes Remaining: +3 Base Enhancement
1 Wish Remaining: +4 Base Enhancement
0 Wishes Remaining(Empty): +5 Base Enhancement

Abilities:
-Neutral: Called, Corrosive, Dispelling, Flaming, Frost, Shock, Spell Storing
-Lawful: Axiomatic, Ghost Touch, Valiant
-Chaotic: Anarchic, Transformative, Furious
-Good: Benevolent, Defending, Guardian, Holy
-Evil: Cruel, Unholy, Vicious, Wounding

The Un Ken cannot be permanently enhanced outside of it's ability to self-improve, though it can be temporarily enhanced with abilities such as the Paladin's Chosen Weapon or the Magi's Arcane Pool but even these abilities cannot bring the weapons total enhancement above +10.

Finally, and perhaps the most puzzling aspect of the blade, the Un Ken reverts to it's original sealed state upon it's wielder's death losing all of it's enhancements beyond it's core state(+1 Keen). However, the Un Ken creates new command words for it's new wielder as well as new Wishes. Should it return to the possession of it a previous wielder, the sword reverts to it's previous state including all enhancements unless the swords more recent wielder has unlocked more seals than it's original owner.

Destruction

No known method of destroying the Un Ken exists, so long as it's seals remain in place. Thus, destroying the Un Ken would require the user to release all 3 seals on the blade before even concocting a means of it's destruction.


It's a little over powered, but since the DM controls when they advance the blades powers, by choosing to expose them or not to the advance triggers, I don't think it's too bad. In my game is has something to do with Mythic Characters since I grew fond of the Mythic ruleset from testing, but originally it was only going to advance in the presence of higher level Charactrs.

And yeah, it's likely a bit complicated too.


If you use identify on it, it gives you one command word, not use-able till a seal glows.


Goth Guru wrote:
If you use identify on it, it gives you one command word, not use-able till a seal glows.

Oh, I like that. Since they'd have to re-identify the weapon later down the road. Though that really limits when the sword can be used, I'm okay with that.

Honestly the whole thing probably needs a re-write, I wrote out this & 7 other artifact weapons back last June. Plus I was thinking of scaling the Luck Bonus or something to bring it more inline with the other weapons.


One of possible ideas: identify does not reveal secret power but instead reveals single possibly seal triggering event.

"The power of the sword shall be unlocked when the blade strikes down the highest priest of the lowest reaches"


The Weeping Blade:

The Weeping Blade

There are many stories why this longsword weeps. Some say it was used to slay a pair of lovers; another tale speaks of a king’s tragic loss when he was forced to sacrifice his daughter to a dragon. Unfortunately its history is lost in the tales of the bards.

What is known is that this is an exquisite longsword, its blade slender and straight with a faint groove down its length. The hilt is bone wrapped in a strange but soft leather which remains warm to the touch even hours after being sheathed. The guard shows a pair of graven angels, their cowls drawn down as if in mourning.

When drawn the blade sobs so softly as to almost be inaudible to all but the bearer. It also “weeps”; crystal clear water ebbs in “tears” from the weapon, though it can be commanded to cease its crying for a brief time (1 minute). This water can be collected and is suitable for any use.

The Weeping Blade usually finds a wielder after a tragedy, bonding with them over the first 24 hours after the event. As the wielder begins dealing with the loss however and gains an understanding for the pain of others their empathy is rewarded with new and different powers manifested in the weapon.

Sense Motive ranks Ability
0 +1 enhancement; Weeping Denial
1-5 +2 enhancement; Rage of the Griefstricken
6-10 +3 enhancement; Sorrow’s Bargain
11-15 +4 enhancement; Mournful Gloom
16-20 +5 enhancement; Final Acceptance

Final Acceptance: the Weeping Blade has only been carried to this point a handful of times over the millennia since it began appearing in the tales of heroes and martyrs. Legends speak of this stage of the blade’s development as a time of profound calm and peace in the minds of the wielders. The weep of the blade continues the intensity of the Mournful Gloom but it is tempered by sighs of contentment.

During this final phase of the wielder’s use of the Weeping Blade they receive a +4 to any save against Fear effects and a +2 on all other Will saves; this is a constant power. The sword can be commanded to envelop the wielder in a sheath of its own tears; while in this form the wielder gains +5 feet reach, one extra attack at their full attack bonus every round, and DR 10/Fire. The sheath is usable in 1 minute increments, 3/day.

Mournful Gloom: the weeping of the blade grows notably more intense; unless commanded to silence it forces a -4 penalty to any Stealth check attempted by the wielder when unsheathed. As a Standard action the blade unleashes a torrent of grief like a misting rain in a 30 foot radius burst from the caster. This emanation lasts for one minute though it can be dispersed with strong wind. It acts like fog for the purposes of obscuring vision; any creature within 5’ has 20% concealment while beyond 5’ the creature has 50% concealment. However the Mournful Gloom has an additional effect.

All creatures within the area of effect are Fatigued (Save no; SR yes). Any creature leaving the area of effect remain Fatigued for 1 round afterwards. Creatures already Fatigued are unaffected by this function of the Mournful Gloom. This power may be used 3/day.

Rage of the Griefstricken: the blade begins to burn with the brutal anger of sorrow. When unsheathed it still weeps, but it can now be given a second command to channel that rage into its wielder. The wielder gains a +4 morale bonus to Str and Con as well as a +2 morale bonus on Will saves for up to 1 minute though it can be ended at any time as a Free action; after this time the wielder is Fatigued for a number of rounds equal to the number of rounds the rage lasted. While using rage the wielder’s AC suffers a -2 penalty. Finally, while this power is in place the blade also gains the Corrosive ability as the weeping tears turn to bitter acid. This power may be used in 1 minute intervals 3 times/day.

Sorrow’s Bargain: at this stage the blade grants its wielder a constant +4 Competence bonus to Diplomacy as their skills of negotiation grow suddenly more effective. As a Swift Action the blade’s tears can be used to anoint an ally within 30’. This creates a bond between the wielder and the anointed, such that the anointed takes half damage from any source and the other half is transferred to the wielder. This damage may include ability damage as well. Finally this power maintains this bond for up to 1 minute at a time and may be used 3 times/day.

Weeping Denial: the blade possesses no other powers; quite literally it denies it’s capable of anything more than grief. While unsheathed its only function is to constantly cry though it can be silenced 3 times/day for up to 1 minute per silence. This silence also extends to the bearer; they can speak only in whisper though they can hurl this whisper to up to 4 allies at a range of 30’. This silence also grants a +2 to all Stealth checks made during the duration.

I have never done anything like this before so I hope I did this right and the wording isn't too bad. Please critique and let me know.


Oh sure, I finally get a scaling item worked up and the thread disappears into obscurity. I'm bumping in the hopes someone will critique my work.


It tends to fade to obscurity quite often. I am bumping it from time to time with new creations when I get some idea or force myself to write some thing that scales, more or less.


Drejk wrote:
It tends to fade to obscurity quite often. I am bumping it from time to time with new creations when I get some idea or force myself to write some thing that scales, more or less.

Well considering you the dragon on all things scaled (no pun intended), I'd be honored if you'd critique my work.


Butcher's Bladebasher, a double-weapon of a cleaver and a tenderizer hammer, growing in power based on the wielder's cooking skill.

The Tome of the Storyteller, a magic book allowing a character skilled in the art of oratory performances to create wondrous effects both beneficial and baneful, with mastery of storytelling allowing the wielder to control the battlefield to her whim.


The only thing I have seen totally of is with the weeping blade's final acceptance, mostly it is the DR/fire, as this is an incorrect DR type. But honestly, I don't have a better idea, maybe epic? Otherwise great job every one!


Joy X Baker wrote:

Butcher's Bladebasher, a double-weapon of a cleaver and a tenderizer hammer, growing in power based on the wielder's cooking skill.

The Tome of the Storyteller, a magic book allowing a character skilled in the art of oratory performances to create wondrous effects both beneficial and baneful, with mastery of storytelling allowing the wielder to control the battlefield to her whim.

I actually have a PC in a game coming up this would work for. Per the GM he must be core so he's a Wizard (conjurer), otherwise he'd be a summoner. Anyway, he's got skills in origami, oratory and sculpting. He's crafting all these paper puppets and using a makeshift stage to tell stories to kids as he goes along in his travels.

Ghost sound, mage hand, dancing lights and other low level spells for special effects, then summoning spells for boys and girls to "meet the actors" so to speak. Also my GM allowed me to make scrolls and have them folded into small shapes; when I unfold the shapes it releases the summoned creature in the shape (or it would work in reverse; we haven't quite ironed that out yet.)

Anyway, the Storyteller's Book would be awesome. I could totally imagine being able to pluck characters out of the story for combat (summon monster), speak a character's line from a tale to affect someone (charm, curse or other enchantments) or even hurl special effects from the book (any illusion would work here). You could have a curse that whoever holds the book can't be resurrected; when they die they end up in the book. Or have it be like the oracle's curse - in battle all they can do is recite tales from the tome.


Blade Of Stolen Spells
Description: This elegant rapier has a fancy basket appearing to be made of twisted snakes or serpentine dragons biting the pommel. The pomme itself is adorned with a jewel that seems to contain a small spark of light when the weapon is charged with a spell.

Abilities: Blade of stolen spells is an unusual +2 spell storing rapier. When a spell of 3rd or lower level targets the wielder while the blade is empty, the weapon attempts to counter the spell, as if it used readied dispel magic with a caster level equal to the wielder's base attack bonus with +2 enhancement bonus to CL. Spell that was successfully countered is absorbed by the blade and stored as per spell storing weapon property and grants the weapon additional bonus equal to level of stored spell.

Abjuraton (small sphere): Wielder gains bonus to CMB and CMD when performing and resisting sunder maneuver.

Conjuration (rotating circle): Wielder gains bonus to CMB and CMD when performing and resisting disarm or steal maneuvers.

Divination (single beam of light): Wielder gains bonus to Perception checks made to notice ambush or find hidden creatures.

Enchantment (pulsating star): Wielder gains bonus to CMB and CMD to perform and resist dirty trick maneuver and to Bluff check while feinting.

Evocation (series of discharges within the jewel making it look like a small plasma globe): Wielder gains bonus to CMB and CMD when performing and resisting bull rush and overrun maneuvers.

Illusion (perpetually changing abstract pattern): Wielder gains bonus to Stealth checks.

Necromancy (a lattice of thin strands of pale light): Wielder gains bonus to Intimidate checks and resisting Intimidate attempts.

Transmutation (a rotating cube): Wielder gains bonus to CMB and CMD when performing and resisting drag, reposition and trip maneuvers.

Additionally, if the spell has acid, cold, electricity or fire descriptor(s) the weapon inflicts additional damage of the same type equal to level of the spell stored and bestows the same amount of resistance against that energy type.


I don't know if they're artifacts but...

The Spider set:

The Spider Set

Cloak of the Vermin Mind – a cloak of resistance +1; it grants the speed and preternatural warning system of a vermin creature along with their resilience and alien mind. This cloak also grants a +2 to Handle Animal checks when dealing with vermin of any kind as well as the ability to speak to any and all spiders.

Webspun Brooch – a cloak pin in a brilliant octagonal network of coiling silver chain and cold iron spokes, this adornment holds the Vermin Mind garment closed. The brooch imparts a +2 to Climb checks; it also sheaths its wearer in a thick carapace of flexible webbing 3 times per day upon command. This sheath grants the wearer a +4 Armor bonus for 1 hour/use. This armor counts as a force effect and is protection against incorporeal attacks. Engaging the armor is a Standard action.

Bag of Swarms – this simple black leather pouch is rumpled and worn but a spider web pattern in silver thread repeats across it. The bag seems to bulge and sag constantly as if some mass of creatures were constantly crawling and writhing within. 2 times per day the user can reach into the bag and hurl forth a spider swarm; this effect in all ways mirrors the effect of a Summon Swarm spell save that it can only call spiders. Withdrawing the swarm is a Full Round action and once withdrawn can be hurled into any square within 30 feet of the user.

If 2 items are possessed: if 2 of the 3 items in the set are together the user is affected as if by the Spider Climb spell; they are also not entrapped by webs or Web spells of any kind and may in fact move through webs at half normal speed. The wearer may employ the Jump spell 3/day in 1 minute increments; the bonus from this effect is +20 to Acrobatics for jumping.

If all three are possessed: if the entire set is utilized by a single wielder the true value of the devices is realized. Firstly the user is granted a +4 to saves against poison and may reroll one poison save/day. Secondly the user may cast the Web spell 2/day (CL 6th). Finally, the wearer may assume the form of a medium spider.

This last power is achieved using a Standard action to call a unique spider from the depths of the Bag of Swarms, place it at the heart of the Webspun Brooch and command it to add its webbing to your own. The cloak cocoons the wearer’s whole body in webbing from which they emerge in their monstrous form. While in the spider form they are a medium creature with Climb 30, Darkvision 60’, their Will save bonus goes to a +2 Resistance bonuns, gain a +2 Size bonus to Str, a +3 Natural Armor bonus and a bite attack (1d6 plus Poison). In this form all of the effects of the Vermin Mind cloak continue to affect the user as well as any other constant effects from the set; the user has a +10 to Disguise checks among other Medium spiders. This form lasts for 6 minutes but can be dismissed as a Free action.

Poison (EX)
Bite – injury; save Fort save (10 + ½ CL + Con bonus); Frequency 1/round for 4 rounds; Effect 1d2 Str damage; Cure 1 save

I know; EVERYONE does spiders, there's already a cloak for spiders out there AND the name is hideous. However halfway through writing this I thought it'd be cool if variants allowed for other giant vermin. Imagine a slightly different twist on the webbing, making it into a carapace and turning yourself into a scorpion or perhaps make them strength-boosters with a focus on ants. Anyway as always; feedback is welcome.


Butcher's Bladebasher
Description: Butcher's bladebasher is strangely looking weapon with cleaver-like blade with extended handle that ends with a heavy pommel that doubles as a tenderizing hammer.

Abilities: Bladebasher is an exotic double weapon that deals 1d8 points of slashing damage (critical threat of 19-20) with cleaving end and 1d8 points of bludgeoning damage (critical multiplier of x3) with its pommel. Cleaver acts as a +1 keen weapon (increasing critical threat range to 17-20) while pommel is +1 flaming weapon. Additionally, creatures killed by bladebasher don't decay for the next fifteen days, as if were affected with gentle repose spell.

Wielder of the butcher's bladebasher who is a skilled chef may prepare flesh of killed creatures creating wondrous and literally magical meals. Only creatures that have flesh or fleshy vegetable tissue can be used as ingredients for these feasts.
The weapon itself increases its enhancement bonus to attack and damage for both ends by 1 for each of Breadth Of Knowledge, Prodigy (Profession [cook]) feat, Skill Focus (Profession [cook]) feat and racial bonus to Profession (with Profession [cook] selected) possessed by the wielder. These increases stack with each other.

Once per day, the owner of the bladebasher can prepare 2d4 snacks from meat of creatures he killed and butchered personally that act like goodberries lasting for one day per rank of Profession [cook] with a maximum of fifteen days.

If the wielder prepares a great feast from the flesh of vanquished beast he may make a Profession [cook] check:

Cooking check results:
25-29: Both ends of the bladebasher gain bane property against creatures of the same type (and subtype in case of humanoids and outsiders) as the creature that was prepared for the meal. The butcher's bladebasher can have only one bane property at the same time.

30-34: All who eat the meal gain +2 favored enemy bonus against creatures of the same type (and subtype) as the creature who served as the source of meat. This benefit lasts for three days or until participation in another feast, whichever comes first.

35-39: The feast acts as a heroes' feast spell.

40-44: The participants of the feast may take form of the eaten creature as if under effect of animal shapes spell but with forms of animals, magical beasts, humanoids (as per alter self), monstrous humanoids (as per monstrous physique I), plant (as per plant shape I) or vermin (as per vermin shape I) allowed. This polymorphy effect lasts for 1 hour per HD of the prepare creature, to a maximum of 15 hours.

45+: Participants of the feast can take forms of dragons (as per form of the dragon I), giants (as per giant form I) or undeads (as per undead anatomy I) if the meal was prepared of appropriate creature.


Party sets: The one problem with classic item sets that grow in power with each additional piece acquired is that such set focuses on single character. One can either have the whole party gather set for single character or spread them between party members losing the extra benefits. Then I thought, what about item sets that would grant additional benefits when spread among the party members?

The Assembly Of Avann

Tir-Avann
Description: Tir-Avann is a red-tinted greatsword with three gems embedded in its pommel - emerald, sapphire and diamond.

Abilities: Tir-Avann is a +2 greatsword that bestows the curse of Tir-Avann each time it hits an opponent. The curse lasts until the beginning of the Tir-Avann wielder's following turn. The wielder of the sword gains Outflank teamwork feat and bestows it to the wielders of remaining items belonging to The Assembly within 100 feet.

Rag-Avann
Description: Rag-Avann is a green-tinted composite longbow with three gems embedded along its length - ruby, sapphire and diamond.

Abilities: Rag-Avann is a +2 adaptive composite longbow that bestows the curse of Rag-Avann each time an arrow fired from it hits an opponent. The curse lasts until the beginning of the Rag-Avann wielder's following turn. The wielder of the bow gains Enfilade Fire teamwork feat and bestows it to the wielders of remaining items belonging to The Assembly within 100 feet.

San-Avann
Description: San-Avann is a blue-tinted large shield with three gems embedded in its center - ruby, emerald and diamond.

Abilities: San-Avann is a +2 large shield that bestows the curse of San-Avann upon opponent that had the bearer of the shield in reach but made attack against bearer of any other piece of The Assembly instead. The curse lasts until the beginning of the attacker's following turn. The wielder of the shield gains Escape Route teamwork feat and bestows it to the wielders of remaining items belonging to The Assembly within 100 feet.

Bel-Avann
Description: Bel-Avann is a silvery-tinted staff with three gems embedded - ruby, emerald and diamond.

Abilities: Bel-Avann can be used as focus for arcane spells bestowing upon its bearer Eshew Materials feat and substituting for any other focus worth 1,000 gp or less. Any targeted spell cast with its help places the curse of Bel-Avann upon an enemy (unless the spell failed to penetrate Spell Resistance). The curse lasts until the beginning of the Bel-Avann wielder's turn. The bearer of the staff gains Allied Spellcaster teamwork feat and bestows it to the wielders of remaining items belonging to The Assembly within 100 feet.

Curses Of Avann
Curses of Avann bestow short-lasting penalty equal to the number of curses of Avann on the target.

The Curse Of Tir-Avann: Reduces saving throws.

The Curse Of Rag-Avann: Reduces damage rolls.

The Curse Of San-Avann: Reduces AC.

The Curse Of Bel-Avann: Reduces attack rolls.


Drejk wrote:

Sword Of The Returned

Description: Sword Of The Returned is a four feet long bastard sword with blade made of mithral, etched with images of countless knights in regal posses. The hilt of the weapon is made of magically hardened gold, adorned with engravings of peaceful faces with closed eyes.

Abilities: It is a +1 mithral bastard sword that shows its true power when its wielder dies and is returned to life afterwards.
For wielders that were raised or reincarnated it is +2 weapon.
For wielders that were resurrected it becomes +3 weapon
For wielders that were returned to life with true resurrection, miracle or wish it has +4 enhancement bonus.

The sword also gains bane weapon property against creature type (and subtype if required) against the creature that killed the wielder, switching to a new type each time the owner is killed.

Each time the wielder is killed while wielding the sword one of the images etched on the blade is energized with a small shred of the wielder's soul. Those bound shades can be invoked to help the wielder as a swift action to provide flanking or aid another for one round. When the wielder is dazed, stunned, unconscious, paralyzed, petrified, dying, dead or otherwise incapacitated a shade may or may not (player's choice) be released from the blade to act on the character's behalf for one round and using his stats. Each shade can be invoked only once, forever released from the blade afterwards.
While being killed and returned with breath of life repeatedly binds the character's shades to the blade, such blatant imbalance between life and death has a large chance of attracting the attention of inevitables, aeons, psychopomps, daemons or other entities interested in souls.

If the blade is wielded by another creature that dies and thus attunes to the blade the sword's bond with previous owner is undone and all the shades bound are immediately released....

Interesting. If I were to make a resurrection-focused artifact, one of the things I'd have it do is suppress some or all of the negative levels you acquire this way...


Herc-ulese
Description: This lion pelt takes up the cape slot and acts like a belt of strength. The lion head can be put over the head like a cowl.
Abilities: Anyone successfully punched by the wearer will suffer the Curse of Herc-ulese. Lasts until wearer's next initiative. It adds 2 strength for everyone who has a part of the set, to everyone who has part of the set.
Curse: Rage but with a loss of strength and con. instead.

51 to 100 of 100 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Scaling Artifacts! All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules