Evil Artifacts of DOOM!


Homebrew and House Rules


So here's the story: our party of adventurers are all not-so-nice people to begin with, but the new guild master of our guild is even worse. So far he's tasked us with finding a few artifacts; the concept behind him is that while he himself has very little magical talent, for some reason he is a very good conduit for magical items. So he's become somewhat of a collector.

I need help compiling a list of items; I've contemplated taking some themes from movies/games/etc. One is a blade similar - SIMILAR, not a clone! - of Frostmourne from Warcraft.

I so far have a small fist-sized star sapphire, the sword, a piece of armor, a spear, and some kind of obelisk or something. Main advice I could use is certain powers. Like I said, the sword will be a soul-stealer among other things I already have planned... but as for the rest I've been drawing blanks.

The party is level 3, almost level 4, and while we have to find these trinkets we are also secretly plotting to kill our jack!$@ of a guild master. It'll be around level 11 or so when we get around to killing him; he isn't the end-all be-all villain, but he's still tough.

Any advice for abilities/powers, or even suggestions of other artifacts that give bonuses to evil peoples would be awesome!

(I'm not asking for artifacts like a bag of devouring or anything like that heh)

Scarab Sages

The insanity rules in the DMG are your friend. Whatever powers you add, just associate increasing risk of insanity with them.

Also, soul drinking swords are a thing, but swords of uncontrollable berserking are even better. Soooo dangerous to the enemy, but SOOOOOOO dangerous to the wielder's friends as well.

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