| Antermosiph |
So, for my campaign my DM is letting me change characters (previously one was lawful evil in a neutral good party and we went seperate ways). For the new character we realized we could have a little fun with a lawful good character that wields a blade that has a forgotten god trapped within it. The blade would be based on pride and gain in power the more powerful the wielder while simultaneously draining their willpower.
Anyways, I've been making a number of effects to them. Things that aren't specified I haven't gone over with the DM. We're trying to balance the penalties with the strengths while keeping it still a dangerous thing to have in a party. At the moment we're considering it cause the wielder to become mind controlled at 0 hit points instead of unconscious, but not entirely. In our setting of note gods are not as powerful as in the normal pathfinder world.
Anywho - here is what we have so far:
1) The blade marks its wielder, upon being marked the target will be warped over a course of 72 hours. If at any point the wielder loses contact with the sword for 24 hours (which delays the 72 hour period until retrieved) this process is required to start over and the individual is no longer marked. Only one person can be marked at a time. The marked individual will have its entire body warped by being controlled by sword, changing its racial traits and stats. It loses all racial abilities and changes its ability scores to 4/2/2/0/-2/0 Any feats or skills it had gained from being of that race remain.
2) The marked owner of the sword, upon death, is doomed to wander inside the sword with the nightmare housed. Due to this the wielder can never be resurrected, reanimated, or saved from the sword. This occurs even if the sword is lost from possession. Resurrection is not possible even through a deity unless the deity has possession of the sword and simultaneously releases the being trapped inside.
3) Upon touching the blade, A lawful good person must make a will DC 10 save or be manipulated by the blade. This save increases by 5 and must be made again for every 4 hours the sword is in their possession. The individual does not have to be marked for this to occur and the influence of the blade will magnify their strongest trait among one of the following - Chaos, Pride, Doubt, Sorrow, Anger, Hatred - This save DC is increased by 10 for every alignment step beyond good, and by 5 for every alighnment beyond lawful, becoming a DC 40 for a chaotic evil to resist. The person realizes what is if they pass the save, and gain immunity for 24 hours on a natural 20.(For lore purposes the wielder of this sword is somewhat immune to this affect. She was a monk & spent most of her life in training to guard to blade only to become its wielder when the seal cracked)
4) Anyone wielding the sword suffers from violent hallucinations, these hallucinations can oftentimes be memories, horrors, or terrors. These are purely visual and have no affect on a blind individual. The sword will also whisper telepathically to the wielder, and other people within 40 yards rarely. This usually occurs in combat.
5.) If the wielder of sword is a living being, it can no longer be healed by positive energy. If the wielder is chaotic evil, it is hurt by positive energy, healed by negative energy and suffers -2 to all saves against lawful or good effects. If the wielder is any other alignment it is considered one step towards chaotic evil for purposes of alignment based effects. This only occurs if the weapon is held.
6.) When entering combat, the wielder of this weapon must make a DC20 will save or be driven by violence to use the sword. If failed, the wielder also gains +4 initiative. This save must be made again after 10 turns to draw the sword. Once it is drawn it cannot be sheathed or disarmed until combat ends.
7.) If marked by the sword, the immunity to positive energy is permanent. They are simultaneously immune to negative energy unless chaotic evil, which then they are healed by it.
8.) The blade is treated as a normal Katana in combat, but cannot be sundered or disarmed. The blade is considered an evil weapon in combat, dealing 1d8 bonus damage against good targets. When striking evil targets the blade instead can easily penetrate their minds and find weak points in their movements granting it a crit range of 18-20. This does not stack with any other crit range increasing affects.
9.) The blade cannot be enchanted, but is considered masterwork and increases in power with the strength of its wielder. It gains +1 enhancement bonus per 4 HD of the wielder. At level 4 the blade additionally gives +1 AC to natural armor. At level 8 the blade heals its wielder for one hit point anytime it deals damage. At level 12 the blade deals an additional 1d4 fire, acid, ice, and lightning damage simultaneously. At level 16 the blade grants the wielder a permanent 20% concealment stacking with other concealment affects and heals for 3 hit points anytime it deals damage. At level 20 the blade allows the wielder to devour souls, causing every critical strike to make the target make a DC20 will/fortitude save (Whichever is lower) or die and be doomed to as if they were marked.
10.) The blade drinks and heals its wielder based on the emotions around them. For each powerful emotion not caused by the wielder within 120 feet the wielder will gain 1 fast healing for the duration. This includes effects based on the previously listed emotions. Fear spells, Barbarian rage, or story elements based on GM discretion can trigger this.