| ZZTRaider |
I've written up an artifact to use later in an E8 game that I plan to take into low mythic tiers. I'd love some feedback on all aspects of it -- mechanics, general cool factor, clarity of wording, etc. I've included some notes on intent and the campaign after the general description.
Aura strong evocation; CL 20th; Slot none; Weight 20 lbs.
DESCRIPTION
This two-bladed sword is made entirely of blackened steel with prominent silvery patterns on each blade. Lightning bolts decorate one blade, while concentric circles, like ripples in a pond, decorate the other. The weapon is unusually heavy, yet each swing seems to carry even more momentum than one would expect. Still, it is no more difficult to wield than a normal two-bladed sword. Successful strikes with one blade cause small flashes of light, while the other emits a low rumble like distant thunder.
MECHANICS
The Oncoming Storm is a two-bladed sword sized for a medium creature, but deals damage as if it were one size category larger. This effect does not stack with Lead Blades or similar spells. One blade deals electricity and, on a confirmed critical hit, releases a bright flash, blinding the target for 1d4+1 rounds (DC 14 Reflex negates) and dealing an additional 1d6 electricity damage. The other blade deals sonic and, on a confirm critical hit, emits a cacophonous roar like thunder, deafening the target for 1d4+1 rounds (DC 14 Fortitude negates) and dealing an additional 1d6 sonic damage.
If both blades confirm critical strikes in the same round, The Oncoming Storm gains one charge, up to a maximum of three at any one time. Once per week while outdoors, the wielder may expend one or more of these charges as a full-round action that provokes attacks of opportunity to start a thunderstorm. The storm covers a radius of one, three, or six miles and lasts for 2d12 minutes, 2d12 x 10 minutes, or 2d12 hours depending on the number of charges expended. For the duration of the storm, The Oncoming Storm deals damage as if it were one size category smaller than its actual size. In addition, the duration of the blinding and deafening effects increases to permanent (DC 20 Reflex or Fortitude, respectively, reduces this duration to 1 round).
The wielder gains immunity to the effects of wind up to severe strength, natural lightning strikes, and visibility reduction caused by a naturally occurring storm. These benefits also apply to thunderstorms created by The Oncoming Storm, and extend to the wielder’s allies within 15 feet.
DESTRUCTION
If The Oncoming Storm is used to slay a deity that grants the Weather domain or both the Air and Water domains, gains at least one charge during the battle to bring it to a total of three charges, and is bathed in the blood of the deity within one minute of the deity’s death, expending all three charges immediately destroys the artifact. The thunderstorm created has a radius of 20 miles and lasts until a deity uses a control weather spell to calm the area. Treat the storm as a maximized storm of vengeance, with all round based effects occurring simultaneously and continuously, accompanied by hurricane force winds. Any saves related to these effects are DC 30.
HISTORY
Eons ago, the Elemental Planes of Air and Water collided for reasons unknown to even the gods. This event wreaked havoc on both planes, driving nearly all of their denizens to seek refuge on other planes for several millennia until the planes completely passed through each other. In their wake, The Oncoming Storm emerged unscathed. It is said that the blade travels the planes with a will of its own, seeking areas in which great conflict will soon emerge. It comes and leaves like a sudden summer shower, with no sign or warning of its arrival or departure. It is very selective of its wielder, who always has an important role to fill in the upcoming conflict, but leaves when it is satisfied with how events will unfold.
RAMIFICATIONS
Anyone who discovers The Oncoming Storm can be certain that life will soon be difficult in ways previously unimaginable.
- Trouble Seeker: The Oncoming Storm is a legend that seeks out legends to come, a harbinger of events that will forever change the lives it touches. While it often disappears before events seem to have truly been settled, no record exists of a wielder failing to achieve victory.
- Unflappable Hero: Some posit that The Oncoming Storm is not merely seeking the thrills of conflict, but rather is testing heroes to find one collected enough to handle plane-shattering crises, such as the one that forged the blade, with grace. Should it find such a hero, its true mission – if one exists – could finally begin.
As mentioned, the campaign is E8, and I plan to add some low mythic tiers eventually. The game world is extremely low magic -- real magic is only a legend, similar to our world's stories of Camelot. The only caster types in the world are Rangers and Paladins, and their spells have been reskinned as an extremely deep knowledge of nature and favors from the gods, respectively. My two players are currently Paladins, though one is considering multiclassing into a spell-less Bard, and the other is considering Ranger.
General intent for this weapon is that it will appear to be a mundane, though masterwork and fancily decorated, two-bladed sword that does more damage than normal due to it's higher than normal weight. I expect the elemental properties to eventually show up when the campaign begins to head more in the mythic direction and elementals start showing up. The critical properties will probably show up before then, hinting at the more magical nature of the weapon.
Eventually, lucky rolls will activate the charge mechanic, empathically informing the wielder of the weapon's name. The true, artifact nature of the weapon will be made apparent when the wielder first chooses to expend a charge.
divineshadow
|
Seems Doctor Whoish.
But in reality its neat. I like it but would like to point out a few small things that bother me.
One when you burn charges there is a chance the storm may last less time than a lesser charge due to the roll of the dice. Is this intentional?
Two when burning charges that require combat to get you penalise the wielder with less dmg this is and major artifact. It should be the same or more for having used the charges.
And last you may want to offer other effects for charges. I mean to truly use this will require a crit fishing build that will be a pia and if the party is indoors calling a storm loses much of its cool factor perhaps one charge can be expended for a 10d6 lighting bolt or two for a call lighting which would also be nice if the wielder had used the storm summons power already.
| ZZTRaider |
More charges potentially yielding a lower duration isn't really intentional, though it does seem fairly minimal. I could switch the rolls to 4d6... In that case, a minimum duration 3 charge storm is exactly the same length as a maximum duration 2 charge storm, with a 1 in 6^4 chance of occurring.
As far as the reduced damage goes... My thinking there is that the net gains outweigh the damage loss. Thunderstorms are actually pretty hateful, and the party will be immune to its effects when summoned with charges. So, they'll be at full capacity, while their opponents will be dealing with 25% of normal visibility, 30-50 mph winds (-4 to all ranged attacks other than siege, -4 to Perception, small creature must make DC 10 Strength checks to move against the wind).
I do like the idea to be able to use the charges for something else... I'll have to think on what seems appropriate though, for an E8 campaign with low magic. A 10d6 lightning bolt seems like quite a bit of damage, as does a third level spell in a setting where magic isn't really available.
Many thanks for your feedback :)