Help me refine this artifact - The Skins of the First Battle


Homebrew and House Rules


So heres one of the items that my BBEG wizard (probably a worm that walks) has. Help me refine it, maybe there shouldn't be so many spells, or maybe i should be more liberal with the spells or have more powers/stat boosters

The Skins of the First Battle
Slot None?; Aura strong transmutation and necromancy; CL 20th; Weight 25lbs.

This magical, desiccated layered hide is a profane artifact created from corrupt magical beings who wore the flayed skins of their enemies, which absorbed into their flesh. It has long ago absorbed as much power as it can, so no new powers can be added.

It instantly bonds with its wearer and melds into their flesh. It only separates when the wearer has been slain.

Every day the wearer must make a DC 40 will save or become Chaotic Evil.

The Skins grants the wearer a +6 profane bonus to the creature's natural armor, And a +3 profane bonus on all saving throws.

The Skins grant further powers through aspects of the various creature’s whose skin contribute to its make up. It takes a full round action to change aspects. Any spells mentioned are always spell-like abilities granted to the user.

Norn Aspect
(sp) at will- True Seeing, Tongues
(sp) 1/day-Vision, Mindblank, Windwalk, Greater Dispel Magic, Giant Form II, Greater Arcane Sight
(sp) 3/day-Divination, Bestow Curse
(su) 1/day-Shift Fate - As an immediate action the user can force any one target within 120 feet to reroll a saving throw–this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.

Orc War Cleric of Rovagug Aspect
Destructive Spell (Su) (as rovagug evangelist 2nd boon) - By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead.
(sp) 1/Week - Tsunami(DC 25), Earthquake (DC 24)
(sp) 1/day - Ice Storm, Chaos Hammer, Firestorm
(sp) 3/day - Fireball (DC 19), Blood Rage

Rune Giant King Aspect
(Su) Spark Shower - as a standard action, user can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30ft cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 rounds.
(Su) Runes - as a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 ft of the giant must make a DC 24 fortitude save or be blinded for 1 round.
(sp) 1/week Mass Charm Monster (DC 24)
(sp) 1/day True Seeing, Mass Suggestion (DC 22)
(sp) 3/day Dominate Person (DC 21), Suggestion (DC)

Destruction:
dunno…


It's a matter of what you want from it. Being an artifact, it can have as much stuff piled on it as needed for the plot, or to make your BBEG as strong as required. The DC40 or CE rather looks to keep the PCs from using it.

Looking at it, the main focus of this is destroying it, probably while the BBEG is still using it (just to make it killable). That's just a 100% plot device and depends on your campaign.


this is an incredibly powerful artefact, most likely it should be intelligent. it looks to be built for a mythic campaign.

a DC 40 will save is impossible, just make it turn anyone CE automatically.


Holy fire will destroy it. Flame strike or st elmo's fire. It would have to fail the saving throw, or it will recover.

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