A cast of new Artifact weapons


Advice


2 people marked this as a favorite.

In my endless pursuit of magical items, I've devised a fistful of new magical weapons, and I was wondering what the community thought of them. First, I must explain the creation of them prior, and how to acquire them.

In pathfinder there exist creatures known as "Unfettered Eidolons" and in my own games, there exist "Grand Eidolons" that are also unfettered, but the trio of words don't mix well and sound silly. As a result, Grand Eidolons are different, yet for good reasons. Unfettered Eidolons are Eidolons with no summoner, and usually are banished from existence once defeated, and they serve little other purpose than to be an interesting fight. I took this to another level, and I have nothing but Final Fantasy influences to blame for it.

Unfettered Eidolons can only be grand if they have more than 16 evolution points used beyond their base forms. This means they're not pushovers. A Grand Eidolon always80% of it's maximum possible health, as if it rolled an 8 for every health roll. This is one of many benefits to being grand.

In my games there exist 10 Eidolons that are Grand, or rather, 9. 1 of the Eidolons is a cut above the rest, but more on him shortly.

The idea for the situation was simple, but quickly spiraled out of what I'd expected. To that fact, I realize that I've made what I consider to be one of my much more fun quests that my PC's can enjoy consistently, and die in the process of completing.

In the base of a city, there is a door with 8 indentions that can house what, in game, we refer to as "Grand Stones" which are the result of defeating a "Grand Eidolon". In the event you defeat a Grand Eidolon, the Eidolon picks who it believes to be most worthy of it, and places it's being, or stone, in their posession, along with the weapon they embody. This gives the party a good reason to hunt them down for the weapon potential, as well as the buffs that the stones give. Not to mention having these beasts fight for 10 rounds a week is surprisingly effective.

These 8 stones go into the door beneath the city, releasing the 9th Most Grand Eidolon, which proceeds to wipe your party on accident in the first 6 rounds. He has been since made less diabolical, but CR 23's aren't supposed to go easy on you anyway

Now then. Let's start with an example of the process using a GE.

Lymph, the Leviathan
[small]Lymph is, primarily, a Huge sea serpent. He dashes in and out of water, and doesn't ever, for any reason, come out of the Inner sea's deepest waters, preferring to raid passing ships that don't provide sustenance for him as they ride over. Lymph grabs PC too close to the boats edge and drags them under to devour them, but leaves once he's gotten his fill (Usually just 1 PC, as any more isn't worth the injury. He also settles for sheep.)
Lymph has a series of abilities that make him worrisome. Namely his water breathe ray that functions as Hydraulic Torrent, rather than a normal Eidolon breath weapon. He can use this as much as he wants, but can only force people away from him with it. His attacks are also charged with cold energy, and can create orbs of water (Aqueous Orb) 3 times per day.[/smaller]

The Lymph Grand Stone - The Lymph stone grants the wielder an untyped +2 bonus to strength, and a +5 bonus to their swim skill. It also gives the wielder a swim speed equal to their base speed.

The Lymph Trident - This +2 Frost Trident is adorned with the visage of a great serpent around it's half that aids in it's grip, and is cold to the touch. Once per day the user may use Hydraulic Torrent as an 11th level Wizard. The Spear also functions as a Decanter of Endless Water[/b]

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

The weapons always retain the look of the bearer, and can be used indefinitely. Grand stones are only usable once a week to summon the Grand Eidolon for 10 rounds maximum, and must be spent all at once. The cooldown for all Grand Eidolons, per party, are linked. Using Lymph sets all the others on cooldown as well. An Eidolon can't be used twice in a row. Choose wisely.

"Moving on"

The Eidolons are as Follows:
Lymph, the Leviathan Water
Wold, the Patient Statue Earth
Phair, the Brothers Fire
Khamsin, the Lightning Horse Air
Gons and Shuroc, the Sisters of Sound Sonic
Gramarye, the Magister Intelligence
Deacon, the Strongest Strength
Catuvatike, the Agile Dexterity
Vreddik, the Glutton Constitution
Brevoy, the Ruler Wisdom
Added more names

As you can see there's plenty of GE's to summon from, so let's summarize them swiftly. Lymph has already been explained.

Wold - Wold is an Earth Statue made in the visage of a knight in full armor, and everything he has is made of stone. He has the highest AC of the Eidolons, and focuses on defense, but is still a slugger.

The Wold Grand Stone - -The Wold Stone Grants the owner of it a +2 profane bonus to AC, as well as a +4 bonus to their CMD. The owner also weighs as if they were one size category larger.

The Wold Armor - The Wold Armor is a +2 Titanic Full Plate that makes the wielder weigh 8 times more than what they currently do. The wearer of this armor is treated as 2 size categories larger for the purposes of CMD and CMB, and is immune to being moved against their will.

I'll stop there for now, but would anyone like to see more?


Duboris wrote:

In my endless pursuit of magical items, I've devised a fistful of new magical weapons, and I was wondering what the community thought of them. First, I must explain the creation of them prior, and how to acquire them.

In pathfinder there exist creatures known as "Unfettered Eidolons" and in my own games, there exist "Grand Eidolons" that are also unfettered, but the trio of words don't mix well and sound silly. As a result, Grand Eidolons are different, yet for good reasons. Unfettered Eidolons are Eidolons with no summoner, and usually are banished from existence once defeated, and they serve little other purpose than to be an interesting fight. I took this to another level, and I have nothing but Final Fantasy influences to blame for it.

Unfettered Eidolons can only be grand if they have more than 16 evolution points used beyond their base forms. This means they're not pushovers. A Grand Eidolon always80% of it's maximum possible health, as if it rolled an 8 for every health roll. This is one of many benefits to being grand.

In my games there exist 10 Eidolons that are Grand, or rather, 9. 1 of the Eidolons is a cut above the rest, but more on him shortly.

The idea for the situation was simple, but quickly spiraled out of what I'd expected. To that fact, I realize that I've made what I consider to be one of my much more fun quests that my PC's can enjoy consistently, and die in the process of completing.

In the base of a city, there is a door with 8 indentions that can house what, in game, we refer to as "Grand Stones" which are the result of defeating a "Grand Eidolon". In the event you defeat a Grand Eidolon, the Eidolon picks who it believes to be most worthy of it, and places it's being, or stone, in their posession, along with the weapon they embody. This gives the party a good reason to hunt them down for the weapon potential, as well as the buffs that the stones give. Not to mention having these beasts fight for 10 rounds a week is surprisingly effective.

These 8 stones go...

Tell me about the Sisters of Sound, they intrigue me.


The Sisters of Sound, Gons and Shuroc
Gons and Shuroc originally belonged to a summoner who was captivated by excess and had a love of music that was unbridled and unrelenting. Alas, he had not the talent for it, and in his pursuit of arcane jubilation, he accidentally tore from the Aether these 2 Eidolons. That summoner is long dead, of course, but deep, deep in the deserts one could almost swear they hear these 2 playing the very best of music and singing to their hearts content.

Those who go looking for the sisters of sound to claim them as their own rarely return, and those that do wish to never return, for their songs, however sweet, have turned to vile, corrupting things that make men and women alike slaves to their new muses.

The sisters of sound, or rather, their stone, can be found deep in the Deserts of Sharuma where the wind touches the hills and seem to sing of their own accord. Only a truly gifted bard can call these 2 from their place of silence and discord, by singing an unmistakably and truly beautiful song that makes a melodious tune with the singing sands.

Once sated, the 2 Eidolons erupt from the stone, ready to claim their newest victim and silence him as they would any rival, but is it truly cruel? Or is it a test?

The two sisters stand at a normal, yet above average height of 6 feet with hair that drags the ground. The sisters are twins, and both sing the same songs at the same time, and both wield, together, a set of oddly shaped Scimitars.

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

The Stone of Gons and Shuroc - The owner of this stone receives a +2 Profane bonus to charisma scores, and gains a +5 to any perform skill of their choice. If the player is not a bard, they gain bardic performance as a Fifth level bard. If the player is a bard, they are treated 5 levels higher in all matters pertaining to their bardic perfomances.

The Singing Swords of gons and Shuroc - These +1 Thundering Dancing Scimitars are a set, and do not work without the other. Should the wielder of these swords clang them together, a Greater shout spell (Cl 16th), which the wielder is immune to, is centered at their location. This is usable only once per day. The swords constantly sing to each other, but can be hushed through a 15 diplomacy check. This lasts only for 10 minutes, and 10 more minutes per 5 that you beat the check by.

The swords also can perform their own bardic performance in unison while dancing, giving the Inspire Courage +2 to all allies in the area while they fight around their owner.


Duboris wrote:

The Sisters of Sound, Gons and Shuroc

Gons and Shuroc originally belonged to a summoner who was captivated by excess and had a love of music that was unbridled and unrelenting. Alas, he had not the talent for it, and in his pursuit of arcane jubilation, he accidentally tore from the Aether these 2 Eidolons. That summoner is long dead, of course, but deep, deep in the deserts one could almost swear they hear these 2 playing the very best of music and singing to their hearts content.

Those who go looking for the sisters of sound to claim them as their own rarely return, and those that do wish to never return, for their songs, however sweet, have turned to vile, corrupting things that make men and women alike slaves to their new muses.

The sisters of sound, or rather, their stone, can be found deep in the Deserts of Sharuma where the wind touches the hills and seem to sing of their own accord. Only a truly gifted bard can call these 2 from their place of silence and discord, by singing an unmistakably and truly beautiful song that makes a melodious tune with the singing sands.

Once sated, the 2 Eidolons erupt from the stone, ready to claim their newest victim and silence him as they would any rival, but is it truly cruel? Or is it a test?

The two sisters stand at a normal, yet above average height of 6 feet with hair that drags the ground. The sisters are twins, and both sing the same songs at the same time, and both wield, together, a set of oddly shaped Scimitars.

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

The Stone of Gons and Shuroc - The owner of this stone receives a +2 Profane bonus to charisma scores, and gains a +5 to any perform skill of their choice. If the player is not a bard, they gain bardic performance as a Fifth level bard. If the player is a bard, they are treated 5 levels higher in all matters pertaining to their bardic perfomances.

The Singing Swords of gons and Shuroc - These +1 Thundering Scimitars are a set, and do...

The swords seem a bit... i dunno what to say, Weak? less versatile? they just seem to be less than the trident in comparison


Apologies, I had to remember what the last bit was. I forgot they were also dancing and sang Inspire Courage by themselves as well.

Also the Lymph Trident is treated as a +4 Frosty Burst Trident when submerged beneath water. It also grants the user the ability to breathe underwater.


Yeah, Thundering as an ability is thematic, but ultimately doesn't do much. Perhaps bump up the DC from 14 on the deafening effect to make it a bit more relevant.

Also, perhaps adding Breaking to the weapons as well could be equally thematic, as it's basically Shatter on a sword. Situational enough to not be overpowered, but still a bit of a bump.


How about +2 Distracting Dancing Scimitars? Breaking is up to another of the Eidolon weapons. Also, we could add Fascination on strike, yes?


Duboris wrote:
How about +2 Distracting Dancing Scimitars? Breaking is up to another of the Eidolon weapons. Also, we could add Fascination on strike, yes?

if they still have the inspire courage and greater shout than that sounds good to me, of course im not very experienced with pathfinder so my sense of balance is practically nil

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / A cast of new Artifact weapons All Messageboards

Want to post a reply? Sign in.