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View Full Version : [3.5 Item Set] The Harbinger of Enslavement's Regalia



Golden-Esque
2011-02-06, 06:55 PM
Harbinger of Enslavement’s Regalia
In ages past, Bane, the god of tyranny and darkness was once mortal. After ascending to godhood, it is said that he left his mortal equipment behind in favor of the armaments of the divine. Touched by his divine spark, Bane's former equipment gained remarkable powers. Forever bound to their former master, these items still serve Bane today, awaiting the arrival of Bane's chosen one. Prophecies tell of a Harbinger of Enslavement; Bane's mortal champion, who will one day bring all of the cosmos within Bane's grasp. The Harbinger of Enslavement's Regalia is an item set that gains power as more of its pieces are discovered.

Banehold Blade

[+2 flaming unholy greatsword]

Description: Every inch of this blade is ebony black, from its hilt, forged from dark iron and wrapped in black leather, to its blade, forged from ebonsteel. Its blade possesses a wicked curve, and roughly halfway up the blade, a ruby in the size and shape of a human skull rests. When the Banehold Blade speaks to its wielder, the eye sockets of the skull flicker with fire.


Banehold Blade is completely loyal to his original master, Bane Blackhand. It claims that it was Bane's favored weapon when Bane was still mortal, and in turn for aiding him in his rise to godhood, Bane granted his blade sentience. Banehold Blade's purpose is to be wielded by Bane's mortal champion, his harbinger of enslavement. Banehold Blade is ruthlessly cunning and though he does not like to burn bridges prematurely, it does enjoy burning the foes of Bane. Banehold Blade is among the most powerful of the Harbinger of Enslavement's Regalia, and Bane has granted his old sword the ability to slightly alter reality in his favor. However, doing so is taxing on the blade, and if Banehold Blade uses its limited wish spell-like ability, it reverts to an ordinary sword for 2d4 days. During this time it can continue, with effort, to speak to its wielder, but it loses all other abilities shown here (including its enhancement bonuses and special abilities).

Intelligence 12, Wisdom 16, Charisma 10

Languages: Common, Abyssal, Infernal

Requirement: The character must take upon the title of Harbinger of Enslavement. The item refuses to function for anyone who does not possess this title.

Drawback: Whenever the wielder attacks with the sword, any attack made at the wielder’s highest attack bonus has a 5% chance to polymorph them. If the attack that triggered this drawback is successful, the wielder is polymorphed into a fiendish creature for 1d4 rounds, granting them a +2 racial bonus to Strength, darkvision 60, energy resistance 5 (acid, cold, electricity, and fire), and DR 5/magic. If the attack that triggered this drawback misses, the wielder is polymorphed into a dog for 1d4 rounds and their equipment (including this sword) falls to the ground at their feet. This polymorph effect occurs after all attacks made have been resolved and lasts until the end of the encounter. This polymorph effect occurs after all attacks made have been resolved and the polymorph effect can be dispelled normally.

Purpose: Further the cause of Bane Blackhand.

Ego: 13

Amulet of Servitude

[Neck]
Description: This amulet appears to be forged from a black gemstone, probably obsidian. At its center lies a large ruby. The gem appears normal at first, but gazing into the stone reveals a flaming skull, snickering manically at its wielder.
Requirement: Character must sacrifice part of their life force (2 points of Constitution) once time in order to power this magic item. If the character gets these points back (such as from a restoration spell), this item ceases functioning until the life force cost is paid once more. The item does not cease functioning if the character gains a Constitution bonus from another source.
Drawback: The wearer must make a Fortitude save once per day or be permanently drained of 1 point of Constitution. Healing this Constitution damage causes the item to cease functioning (see requirement, above). If the wielder is reduced to 0 Constitution, they die and are reanimated 24 hours later as a mindless zombie, the amulet still clutched to their necks. Succeeding on this saving throw grants the wearer +1d6 temporary hit points. These hit points last until the next saving throw is made.
Effect: While wearing the Amulet of Servitude, you gain a +2 enhancement bonus to your Charisma. This enhancement bonus improves to +4 if you possess 4 pieces of the Harbinger of Enslavement’s Regalia and +6 if you possess 8 pieces. In addition, you can cast bleed at will and rage 3/day. Your caster level with these spells equals your character level. You can only target yourself with rage.
Ego Modifier: +2

Helm of the Slave-Mind

[Head]
Description: The helm that lies before you is reminiscence of an enlarged humanoid skill, crafted from a thick, black metal. It fits soundly over its wearer’s head, the top of the jaw reaching down low enough to touch its wearer’s torso. After placing it on one’s head, the skull’s eyes become engulfed with a blazing fire.
Requirement: The helmet must be washed with unholy water at midnight. Failure to do so causes it to provide no additional bonuses.
Drawback: The hair on the character’s head turns pure white and grows long enough to reach halfway down their back. This drawback does not function if the character’s race is incapable of growing hair.
Effect: While wearing the Helm of the Slave-Mind, you gain darkvision 120’. If you possess 4 pieces of the Harbinger’s Regalia, you also gain blindsense 30’. If you possess 8 pieces of the Harbinger’s Regalia, you also gain blindsight 30’. In addition, you can cast fire shield (warm only) on yourself as an immediate action 1/day. Your caster level with this effect equals your character level.
Ego Modifier: +3

Mantle of the Worldmaster

[Chest]
Description: This long, elegant cloak is a deep, crimson red. The cloak’s base is embroidered with ebon thread; the intricate design reveals itself to be thousands of naked, screaming humanoids writhing in paid upon close inspection.
Requirement: The cloak must be willingly anointed with the blood of 100 sentient creatures once every month. These creatures must give the blood of their own volition; magical means cannot be used to force them to do so. However, mundane means such as threats or blackmail satisfy the cloak’s hunger.
Drawback: Once the cloak has been adorned, it cannot be removed for any reason unless the wielder has spilled another creature’s blood in the name of Bane. In addition, the cloak ceases functioning for 24 hours if the wearer ever denies being the Harbinger of Enslavement through the use of the Bluff or Disguise skills.
Effect: While wearing the Mantle of the Worldmaster, your armor check penalty is reduced by -3 and your maximum Dexterity bonus is increased by 2. If you possess 4 pieces of the Harbinger’s Regalia, your no longer suffer an armor check penalty, regardless of what armor you wear, and your maximum Dexterity bonus is increased by 3, for a total of +5. If you possess 8 pieces of the Harbinger’s Regalia, you can move at your normal land speed, regardless of what armor you wear, and you gain a +3 resistance bonus on all saving throws.
Ego Modifier: +2

The Black Hands

[Hands]
Description: These gauntlets are covered in wicked-looking spikes that seem to ooze blood. On the center of each forehand are two large rubies, shaped like skulls.
Requirement: Once adorned, the gauntlets may never be willingly removed from the Harbinger. If the Harbinger takes off the gauntlets or allows another creature to remove them, they cease functioning for 24 hours after being put back on.
Drawback: After donning The Black Hands, you cannot remove them unless you allow them to drink in the blood of another by damaging it with the gauntlets.
Effect: While wearing the Black Hands, you gain a +2 enhancement bonus to your Strength. If you possess 4 pieces of the Harbinger of Enslavement’s Regalia, this bonus improves to +4. If you possess 8 pieces of the Harbinger of Enslavement’s Regalia, this bonus improves to +6. In addition, the gauntlets allow you to cast enlarge person on yourself 1/Day. The Black Hands can be wielded as two +1 spiked gauntlets.
Ego Modifier: +3

Girdle of Darkness


Description: This seemingly ordinary leather belt is an unnatural shade of black; even in a room of absolute darkness, the belt appears to be darker still. In addition, the front of this massive belt is a ghastly image of the face of a tortured human screaming in pain.
Requirement: When held before you, this belt appears to be much too large for you. In order to don the Girdle of Darkness, you must do so in an area of complete darkness. Doing so causes the belt to tighten, fitting you perfectly. In the sunlight, the belt hangs limp around your waist.
Drawback: You may never carry a light source with you. Doing so causes the belt to cease functioning for 24 hours. Magical items that shed light as a byproduct of their enchantment (such as a brilliant energy weapon) and not as their primary function (a wand of light) do not trigger this drawback.
Effect: You gain a +2 enhancement bonus to Constitution and Dexterity. If you possess 4 pieces of the Harbinger’s Regalia, these bonuses improve to +4. If you possess 8 pieces of the Harbinger’s Regalia, these bonuses improve to +6. In addition, you gain a +2 enhancement bonus to your CMD.
Ego Modifier: +2

[B]Stompers of Mortality

[Feet]
Description: These boots seem to be forged of one solid sheet of metal. Placing your feet inside of them reveals them to be extremely comfortable and flexible, however. The stompers immediately resize themselves for your height, scaling until they cover your kneecaps with two large, ornamented skulls with rubies for eyes.
Requirement: If a creature weaker than yourself ever willingly defies you, you must end its life by curb-stomping its head into oblivion.
Drawback: Although they are not a burden to life and remain very flexible, the Stompers of Mortality are still made of solid metal, causing you to take a -10 penalty on Stealth checks.
Effect: You gain a +5 enhancement bonus to your land speed while wearing the stompers. You do not lose this benefit while wearing heavy or medium armor or while carrying a medium or heavy load. In addition, you can move as affected by freedom of movement, spider climb, water walk, and air walk 3/day. This special movement only lasts for 1 round. If you possess 4 pieces of the Harbinger of Enslavement’s Regalia, the duration improves to 2 rounds. If you possess 8 pieces of the Harbinger of Enslavement’s Regalia, the duration improves to 3 rounds.
Ego Modifier: +2

Circlet of Blackhand's Champion

[Headband]
Description: This simple gold and obsidian circlet is thing and very plain-looking. A single ruby rests in its center. Upon placing it on your brow, you hear the maddening, tormented screams of the oppressed.
Requirement: In order to don the Circlet of Blackhand’s Champion, you must commit an atrocious deed in the name of Bane. This deed must be an act of tyranny, such as taking a mother’s child from her as tithe or murdering a man for speaking his mind. This act need not be done each time the circlet is taken off, but doing it at least once is required for the circlet to claim you as its master.
Drawback: While wearing the circlet, you are forever cursed with the wails of the oppressed. You take a -10 penalty on Perception checks made to listen. A good or neutral character that wears the circle takes a -10 morale penalty on attack rolls, skill checks, saving throws, and to their AC and CMD, even if they did not activate the circlet by meeting its requirements.
Effect: While wearing the circlet, you gain a constant detect thoughts effect. Your caster level with this effect is equal to your character level, and a character that succeeds on their saving throw against this effect is immune to the circlet’s powers for 24 hours. In addition, you gain a +1 bonus on saving throws against mind-affecting abilities. If you possess 4 pieces of the Harbinger of Enslavement’s Regalia, this bonus improved to +2. If you possess 8 pieces of the Harbinger of Enslavement’s Regalia, this bonus improves to +3.
Ego Modifier: +6

Set Bonuses

2 Pieces: The drawback risk of the Banehold Blade increases from 5% to 10%. In addition, the wielder of the blade transforms into a hell hound instead of a dog if the attack that triggers this drawback misses.
4 Pieces: The drawback risk of the Banehold Blade increases from 10% to 15%. In addition, if the harbinger is transformed into a dog, hell hound, or nessian hell hound as part of the Banehold Blade’s drawback, all of their equipment except the Banehold Blade is merged into their new form, allowing them to continue to gain the benefits of all of their equipment except for the Banehold Blade while polymorphed.
6 Pieces: The drawback risk of the Banehold Blade increases from 15% to 20%. In addition, after returning to their true form after being transformed into a dog, hell hound, or nessian hell hound, the Harbringer can call their fallen equipment back to them as a standard action, causing it to reequip itself to them. Finally, the Harbinger gains the ability to cast blasphemy 1/Day.
8 Pieces: The drawback risk of the Banehold Blade increases from 20% to 25%. In addition, the wielder of the blade transforms into a nessian hell hound instead of a dog if the attack that triggers this drawback misses.

Golden-Esque
2011-02-06, 07:00 PM
F-A-Qs
#1 - How does the Banehold Blade's drawback function when an existing polymorph effect is active?

The blade's chance to polymorph its wielder doesn't "shut off" after it activates. Even after transforming into a half-fiend, checks still need to be made regarding whether or not the drawback activates. The idea is that the drawback is Bane keeping an eye on its wielder, so Bane isn't just one and done with them; if he sees his 'chosen' squandering his gift, then yeah, welcome to the puppy pound. Adversely, if he sees his minion using all of his puppy power to try and appease Bane, then he might decide to change him back. Good luck trying to use a greatsword effectively in your mouth, though! :smallwink:

In regards to other polymorph effects, if I'm not mistaken a new polymorph effect cancels the old one. Finally, creatures that are normally immune to polymorph probably shouldn't be immune to the sword's effect; again, it's supposed to be the will of a god. However, that's a DM's call.

#2 - What's an ego modifier?

Good question. The basic idea is that as you place more and more of Bane's armor upon you, it gets even more difficult to resist the urges of his blade, Bladehold. While equipped with both a piece of the Harbinger of Enslavement's Regalia and the Banehold Blade, you add the piece of equipment's Ego Modifier to Banehold Blade's ego. These bonuses stack, so having all eight pieces of the Regalia equipped gives the sword an ego of 50.

#3 - How do Item Set Bonuses work?

Very simply. Each of these eight items are part of a set, the Harbinger of Enslavement's Regalia. As you equip more and more of these items, you gain additional bonuses and benefits, called the Item Bonuses. Many items have their own personal benefits when worn in a set, namely scaling their power up with an increase in effective character wealth. However, these additional bonuses represent Bane's favor with his Harbinger at collecting so many of his fabled artifacts. Therefore, even when enraged Bane becomes more favorable to his Harbinger and his eyes are more often on the acts and actions of his Harbinger.