Homebrewed Overpowered Artifacts


Homebrew and House Rules


A hobby of mine has always been recreating characters of my favorite shows to later use as NPCs in my campaigns. I didnt shy from balanced homebrew either if it helped complete the image. One of the fun parts was recreating weapons.

A long time ago I found a thread recreating Fate Stay Night Noble Phantasms as Artifacts

I am a fan of the series, so I saved the weapons for use in later campaigns. Over time though I actually started to use these artifacts as a Guideline for creating more. I created Kanshou & Bakuya, Kazikli Bey, Gae Buidhe, Gae Dearg, and several others. I even used these as a guide to create artifacts based on the Seven Deadly Sins.
I decided I would like to share some of my work fellow gamers.

Now I warn you now that these are QUITE BROKEN. I am aware of this. The only time any of them have been used, I made sure another was used against it to level the playing field. Majority have never been used in a campaign, and were simply made as part of a hobby. So there will be no need to continue telling me how unbalanced or broken they are. I just figured what is the point of allowing them to sit on my computer unused, when others could at least find them entertaining, and if any find them intriguing I can share the rest.

Now to start things off, the sword of the Dragon Sin Meliodas:
Demon Sword Lastvayne
-Lastvayne is a +5 Anarchic Agile Defending Holy Keen Shortsword.
-Full Counter: As a AOO you may reflect an attack using Magical Energies back at their source, Empowering the damage.
-Jitsuzō Bushin: 1/Encounter, you may create up to 4 Clones of yourself. Each Clone Has all your Bonuses, Defenses, and HP equal divided by the amount of Clones. Full Counter never has its power divided.
-Revenge Counter: For a Number of rounds equal to your Con Mod, you may build up all the damage you take in your weapon. At anytime up to the final round, you may release all the stored up energy in a Final Melee Attack Against your Enemy. The attack deals damage equal to all the damage you have taken in a 40ft burst. Anything in the blast radius gets a Ref Save for half (DC 10+Half lvl+Str Mod).


Next up the Sacred Treasure of Ban the Undead:
Holy Staff Courechouse
-Holy Staff Courechouse is a +5 Extending ShadowStrike Impact Sansetsukon
-Snatch: You may perform a magical ranged disarm against a single target as a Standard Action. Resolve this attempt as normal, except that is doesnt provoke an AOO, you use your Character Level in place of your BAB, and your Highest Mental Ability Modifier. There is no save vs this effect, though spell resistance applies normally.
-Zero Sign: 1/Encounter, For 1 number of Round equal to your HD, you become invisible. This invisibility does not end when you attack.
-Physical Hunt: 1/day, for an entire encounter you may begin to siphon away your enemy's strengths for your own use. Each strike you deal deals 1 point of Strength, Constitution, or Dexterity damage. That point becomes an Enhancement bonus to your own statistic. Each point you siphon from different foes is tracked seperately, and you benefit from only the highest total.


Tessaiga
This masterwork Katana appears to be rusted and beaten from battle-wear.
Exotic One-Handed Melee
Katana, Critical x2, Slashing
Int- 13 Wis- 13 Cha- 10
-Communicates Through Empathy (The possessor feels urges or sometimes emotions that encourage or discourage some types of actions)
Primary Abilities
In the hands of any non-demon, this sword grants the wielder an:
Additional +2 to attack and damage rolls
Anti-Yōkai Barrier: In its sealed form prevents all demons it finds unworthy from holding it. Humans are able to grab the sealed Tessaiga.
Yōkai Absorbtion: The Tessaiga is a sword capable of absorbing the magical properties of what it destroys in order to make itself more powerful. Should the Tessaiga sunder an enchanted object or slay an individual, it may absorb any or all of its extraordinary or spell-like abilities. The Tessaiga may only hold 5 abilities at a time, if absorbs any more you must choose to lose a previously absorbed ability.
Secondary Abilities
A character with the demon bloodline gains all the abilities a non-demon gains. The character also gains access to the following abilities with the Tessaiga:
The wielder of this blade can make a Will save (DC 15) to transform the blade into a large +3 katana. If the character has never used this ability before, the DC is increased to 25. The Tessaiga must be in this form in order to use its other abilities. Tessaiga instantly reverts to its sealed form if the wielder loses hold of the weapon.
Sword Pressure: Once per round as a move action, the wielder can make a ranged attack (20 ft) at his highest base attack bonus. The wielder fires concentrated bursts of demonic energy that deals 2d6 + Charisma Modifier. The wielder must have a +5 BAB to use this ability.
Wind Scar: A number of times a day equal to the wielder's Constitution Modifier, the wielder can can, as standard action or whenever a foe provokes an attack of opportunity to you, you may forgo all other attacks of opportunity that round , let forth a 50 ft. cone that does 4d12 slashing damage (Reflex save DC 10 + half the wielder's level + wielder's charisma modifier for half). The wielder must have a +7 BAB to use this ability.
Backlash Wave: When caught within the blast of a burst, cone or line shaped area of effect that offers a reflex saving throw, the wielder can forgo making a save to make a melee touch attack at the target, ignoring range and distance. This consumes all additional attacks of opportunity you can make that round. If successful, the damage+4d12 is reflected back at the origin of the AoE, and the wielder suffers no damage. If not successful, the blast strikes the wielder with full force and the wielder gets no save. The wielder must have a +9 BAB to use this ability.


I am unfamiliar with the series, so I can't comment much. But I am a fan of artifacts, so I want to say something!

Mostly that these are really, really powerful. Is there a way to "unlock" some of these benefits progressively, as wielders develop in level? I've seen several schemes for doing so, including in Unchained.

Or do you run a very high-level game?


The only one that Kinda has unlocking requirements is the Tessaiga.
As for the others, they were made while in the middle of some high level games, so they were made powerful, really just for fun. Figuring out how to reel them in would be nice. Cause Id love to be able to use them at low level too


Also, if you want to see Powerful, you need to see what I did with the Divine Axe Ritta (If you havent watched Seven Deadly Sins, I highly recommend it. Great Show)


Fountain of Youth
Just a drop on your tongue adds 10 years to your life.
And a good swallow gives you 100 more.
Drink it all and you'll live forever.

A sacred treasure of the fairies that grants anyone that drinks it, eternal life. Without the fountain of youth, the Fairy King's Forest will die out. Once drank the imbiber becomes immune to all forms of aging and gains Regeneration 40. No form of attack can suppress this regeneration—they regenerate even if disintegrated or slain by a death effect. If the drinker fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains.

This is essentially the regeneration of a tarrasque. Only thing I could think of to replicate Bans immortality.


Leonhem wrote:

Tessaiga

This masterwork Katana appears to be rusted and beaten from battle-wear.
Exotic One-Handed Melee
Katana, Critical x2, Slashing
Int- 13 Wis- 13 Cha- 10

You forgot that the Tessaiga grows to large size when wielded. Also it is not really a one handed weapon.

Maybe give it the Impact ability and treat it as a large Nodachi.

Also the Windscar is a little weak. An average of 26 damage is not going to rip apart collossal snake-dragon thingies. Maybe have it scale with Bab.

Sovereign Court

Leonhem wrote:

The only one that Kinda has unlocking requirements is the Tessaiga.

As for the others, they were made while in the middle of some high level games, so they were made powerful, really just for fun. Figuring out how to reel them in would be nice. Cause Id love to be able to use them at low level too

Probably if you follow scaling magic items rules from Pathfinder unchained, you can make some of them easily at playable range from low to high level.


@i3igAl Look under secondary abilities

@Eltacolibre I will look into those rules

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