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Garrus
2012-07-05, 01:33 PM
A Short Preface
This is a list of various unique magic items, ranging from intelligent artifacts to the average specific items like oathbow (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#oathbow) or winged shield (http://www.d20srd.org/srd/magicItems/magicArmor.htm#wingedShield). This list will usually be updated as new ideas occur to me. If you would like to, please check back often.

A Short Table of Contents
Post 1: Intelligent items or other items with a personality.
Post 2: Non-intelligent artifacts, both major and minor.
Post 3: Unique items with a price tag.


Bane, Harvester of Lords

http://img.aegen.nl/ARB/Unscythe,%20Killer%20of%20Kings.jpg

The entirety of this massive, ivory scythe is covered in carvings of tiny skeletons and skulls. Something warm occasionally drips from the tip of the blade. Something that closely resembles fresh blood.

A Large +3 Anarchic Ghost Touch Scythe, Bane is daunting from a cursory glance alone. However, upon hefting the weapon in one's hands, strange urges begin to seep into their mind, whispers of rebellion, blood, and a hatred of all trappings or laws. These urges are clearly originating from the weapon itself, as the whispers are emanating from the skeletal figures engraved upon every inch of it's handle. Said to be the discarded original scythe of a young and foolish Grim Reaper, Bane has surfaced many times throughout history, sometimes being hailed as a liberator, other times as a bringer of anarchy. While this might imply that Bane is a neutral force, it's true prerogative is to simply kill anything in power, regardless of it's alignment. Bane hates kings, and exists solely to dethrone them and introduce them to their own blood.

Bane is a chaotic evil intelligent major artifact that functions as a Large +3 Anarchic Ghost Touch Scythe with a x10 critical multiplier. If a creature is killed by a critical hit from Bane, however much that enemy is dropped below 0 by that attack is added as a damage bonus on the next attack made with Bane. For example, if a critical hit dealt 210 damage and dropped the enemy to -130 hp, the very next attack made with Bane would receive +130 additional damage on top of whatever it would normally deal. In addition, against any being who does not directly answer to another being, Bane automatically confirms all critical threats.

Bane possesses an intelligence of 10, a wisdom of 10, and a charisma of 30. It only possess rudimentary empathy and cannot speak, telepathically or otherwise, but what it desires is always very clear to the wielder. Bane has an Ego of 28, requiring anyone wielding it who does not agree with it's desires to make a DC 28 Will save to maintain dominance over Bane. Should they fail, Bane's will and desires begin to dictate their actions. Not only this, but any character who is not chaotic evil and who picks up Bane immediately gains two negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including restoration spells).


The Gate to Etadric

http://i50.tinypic.com/2u4o7qb.jpg

The air is thick with sand as you gaze up this flight of gravity-defying stairs at the archway suspended in midair. Whatever is beyond that archway is obscured in clouds of dust, but something tells you that, whatever it is, it's big.

The Gate to Etadric is often assumed to be an advanced Portable Hole by appraisers and connoisseurs of exotic magic items, one that takes the form of a bag of sand instead of a disc of phase-spider silk. People often find this curious, as logic should dictate that it's only a once-off Portable Hole, as the sand conjures a stone gate to the hole when tossed in the air, and, after a few minutes, the stone fades into the wind and regathering the sand is impossible. What even the most astute collector of magical memorabilia would fail to realize until actually entering the hole, however, is that the nondimensional space linked to this particular Portable Hole is infinite in size. Not only this, but it's alive.

Etadric is a neutral evil intelligent major artifact that functions as a Portable Hole of infinite size and of unusual form. Where most Portable Holes are discs of silk that form gateways when lain out flat, Etadric takes the form of a fistful of sand that, when tossed into the air, forms a stone gateway wreathed in clouds of dust large enough to accommodate the creature that tossed the sand into the air. Upon walking through this gateway, one comes out into a stone pavilion with a sand-filled pit at it's center, conveniently placed so the user can grab another fistful of sand, create a way out (Which exits at the same location that user entered from, unless that user being carried or led out by another user, in which case it exits at the location the leading user entered from), and grab one or two more fistfuls of sand for later entry (The pit never runs out of sand). In fact, it's actually difficult to leave without at least grabbing one extra fistful of sand, requiring a DC 48 Will save to do so. Beyond this pavilion, however, the user can see an entire city past users have built, streets lined with squat stone buildings in some places, complexes where one elegant building runs seamlessly into another in others. Anything that can be imagined is in this place, armories stocked for invasions that never took place, libraries that ancient wizards set about establishing, apothecaries full of bodies that never were reanimated, perhaps even other artifacts (though, that and other magic items are up to the DM). However, this place has a mind all it's own, and for all the riches of this place, using Etadric comes with a price.

Etadric possesses an intelligence of 16, a wisdom of 16, and a charisma of 12. It only possess rudimentary empathy and cannot speak, telepathically or otherwise, but what it desires is pushed upon anyone who sets foot within, subtly, like an itch at the back of your mind. Etadric has an Ego of 24, requiring anyone within it who does not agree with it's desires to make a DC 24 Will save to maintain their own will. Should they fail, they fall to the will of Etadric, and it's desire to become developed, at the cost of anything else. As long as the character continues to carry around a fistful of sand to regain entry, they remain under Etadric's will, and do their best to expand the already vast city within it, even bringing in slaves or other workers in to fall to Etadric's will. Not only this, but any character who is not evil and who enters Etadric immediately gains two negative levels. Although these negative levels never result in actual level loss, they remain as long as the character is within it, and cannot be overcome in any way (including restoration spells).


Leadean, the Spellplate

http://img.aegen.nl/M10/Magebane%20Armor.jpg

This compact breastplate appears to be made out of polished, grey marble, yet, despite this, it is distinctly metallic to the touch. The lightweight, glowing undershirt slowly shifts through the spectrum of visible light, and seems to be form-fitting, regardless of who dons it.

Upon first inspection, Leadean is simply a +5 Arrow Deflecting Breastplate designed for comfort and simplicity. Of course, he is perfectly fine with you thinking that. As a person wears him, over time, Leadean becomes interested in that person's particular style, and, once his attention reaches a peak, he often begins offering advice or compliments, much to the wearer's dismay. Leadean is unique among intelligent items in this respect, as he does not have a given affiliation or disposition, and will only turn against the person wearing him if that person disrespects him or harms a fey. Originally a faerie prince, Leadean was dying when his soul was transferred into the armor he now is. Since that day he has been passed down from one party to another as a relic of great power. Often, with his vast experience, he will become a trusted adviser to whoever he is donned by.

Leadean is a true neutral intelligent major artifact that functions as a +5 Arrow Deflecting Breastplate with no armor check penalty, maximum dex bonus, or arcane spell failure chance. Not only this, but Leadean can be worn by any creature without any sort of penalty, regardless of size category, body shape, or proficiency, as he readjusts his form to fit whoever is trying to don him. If a particular creature has worn him for a total of 360 hours (15 days if wearing him 24/7) Leadean will begin to talk to and advise that creature, operating as a second set of eyes, making it so that the wearer is not subject to flanking. Any less than that, and he wants to watch more before he acts. On top of this, Leadean becomes willing to cast spells to specifically aid the person wearing him. Leadean has find the path (http://www.d20srd.org/srd/spells/findThePath.htm) 1/day, true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) 1/day, hold monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 3/day, and detect magic (http://www.d20srd.org/srd/spells/detectMagic.htm) at will.

Leadean possesses an intelligence of 20, a wisdom of 20, and a charisma of 20. He can speak common, sylvan, elven, dwarven, druidic, and gnoll. He can also speak telepathically with whoever is wearing him, has darkvision and blindsense out to 120 feet, and can hear. Leadean has an Ego of 33, but doesn't ever even attempts to dominate his wearer unless they maliciously harm a fey or gravely insult him. Should such a situation arise, the wearer must make a DC 33 Will save or be compelled to either go to great lengths to restore the fey or to apologize for insulting him. In either case, after completing this task, they are then compelled to give Leadean to someone else. Unlike most other intelligent items, Leadean does not inflict negative levels upon beings who do not share his alignment.


The Soul of Otsunoda

http://img.aegen.nl/CHK/Tatsumasa,%20the%20Dragon%27s%20Fang.jpg

This exquisite, silver blade is perfectly balanced and manages to catch light in intriguing ways, as though it were made of crystal. For some reason, it's shimmering dragonhide grip is comfortable in the hands of anyone with experience, but awkward in the hands of an amateur.

An Alchemic Silver +4 Speed Rapier, Otsunoda appears to be a true achievement of weaponsmithing, from the perfectly balanced edge to the seamless dragonhide hilt. However, it is not actually a weapon, not by a long shot. This becomes immediately apparent to anyone who touches him, as his voice suddenly fills their mind, informing them of just exactly what he is and how they should be respectful. You see, Otsunoda is a dragon, and like most dragons, he has something of a bent on immortality. However, he never did like the idea of becoming a lich, so, instead, he spent the entirety of his considerable life span devising and inventing an entire school of magic. A school of magic which accumulated in the ritual that turned him into what he is today. Now, whenever Otsunoda dies, latent magic powers in his body collapse him down into the shape of the blade, which he refers to as his 'soul'. In this form, he is a tool, a weapon, however, upon any who try to use him, he imposes a tax: a very small portion of their soul for each use. Once Otsunoda has accumulated enough bits of soul, from one person or another, he bursts forth from the sword, fully formed as a dragon once more.

Otsunoda is a lawful neutral intelligent major artifact that functions as an alchemical silver +4 Speed Rapier. In addition, Ostunoda is always whispering notions to his wielder about what the dragon could potentially do, if it had the energy to fuel the event. At any time, as a free action, the wielder of Ostunoda may make an exp payment to gain one of the following benefits. These benefits are supernatural in nature and last 24 hours, or until Ostunoda turns into a full-fledged dragon again, before dissipating.

With a payment of 250 exp, the wielder gains the ability to, as a standard action, unleash a line of silver light 30 feet long and 5 feet wide. Anyone within this line must make a Fort save (DC 10 + 1/2 the wielder's HD + the wielder's Con mod) or become paralyzed for 1d12+3 rounds.
With a payment of 250 exp, the wielder turns a slight silver tint and gains immunity to acid and cold, damage reduction 20/magic, and the Silver Dragon's cloudwalking ability. He also sprouts two, large, silver wings that grant him a flight speed of 200 ft (clumsy).
With a payment of 500 exp, a blizzard is instantly summoned into existence within a 10 mile radius of the wielder, regardless of the current weather or time of year, viciously smashing through doors and windows and flooding into any structure that the wielder wishes it to. In effect this gives the wielder fog cloud (http://www.d20srd.org/srd/spells/fogCloud.htm), ice storm (http://www.d20srd.org/srd/spells/iceStorm.htm), and control winds (http://www.d20srd.org/srd/spells/controlWinds.htm), all at will, all under the effects of the widen spell (http://www.d20srd.org/srd/feats.htm#widenSpell) metamgaic feat, all with a caster level equal to his character level, and all with a range of 10 miles. In addition, the wielder is in complete mental control of the storm and, without any conscious effort, can create patterns in the clouds, summon a dramatic lightning bolt to accentuate a statement, or whatever else he wishes.

Whenever Ostunoda has accumulated a total 1500 exp from his wielder, he begins humming very slightly, as he starts a ritual to regain real form. After 1 hour the blade explodes in a wave of silver light before coming together into the shape of a lawful neutral silver dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#silverDragon) with a CR equal to the most recent wielder to make a exp payment's effective character level. If there isn't a corresponding challenge rating, then the silver dragon is of the next highest challenge rating. For example, an ecl 8 character would get a juvenile silver dragon. This silver dragon is Ostunoda. In this form, Ostunoda has each ability he could grant to his wielder while he was in blade form. Ostunoda may or may not attack, depending on if the former wielder was helpful or went against Ostunoda's personal code of conduct too egregiously. Either way, he always needs some time to recover from being reborn, and leaves the former wielder. (Try to not give the party a dragon cohort. If they want the benefits back, they need to defeat Ostunoda and get him to revert to blade form.)

In blade form, Ostunoda possesses an intelligence of 22, a wisdom of 23, and a charisma of 22. He can speak auran, celestial, common, draconic, elven, giant, gnome, and terran. He can also speak telepathically with whoever is wielding him, has darkvision and blindsense out to 120 feet, and can hear. Ostunoda has an Ego of 34, requiring anyone wielding him who does not agree with his desires or code of conduct to make a DC 34 Will save to maintain dominance. Should they fail, Ostunoda begin's to dictate their actions. Not only this, but any non-lawful character who picks up Ostunoda immediately gains three negative levels. Although these negative levels never result in actual level loss, they remain as long as Ostunoda is in hand and cannot be overcome in any way (including restoration spells).

Garrus
2012-07-05, 01:36 PM
Nectar of Ruwake Tsu

http://i48.tinypic.com/j15y79.jpg

This fist-sized canister of fluid is weighty in your hand, as though you carried a ball of lead. Popping the cap to get a better look at the liquid reveals it to be a very deep indigo color, and to have the smell of freshly cut grass and burning rubber.

Long ago, there was a famous alchemist by the name of Ruwake Tsu. In his time, he brewed many concoctions, from medicines to venom to alchoholic cocktails. However, of all the thousands of breakthroughs and masterful items he produced, all pale in comparison to his masterpiece, his nectar. A single bottle of it, barely three doses, was all that was ever produced before the fighting over the recipe resulted in it's destruction. Hence, all that has ever existed are those three gulps of indigo tonic. The Nectar of Ruwake Tsu is a major artifact potion. In all of existence, only three doses of it exist. However, it is said that far more than three people have drank of it, which has led to the legend that there is a recipe still floating around somewhere. However, the truth is that the potion is simply capable of creating more of itself, once the benefit it gave to a particular entity has been given up.

Taking the potion is a standard action that provokes an attack of opportunity, and while the actual liquid tastes tarry and bitter, once the drinker has forced his way past that, and recognized the delicate, delicious aftertaste, he immediately finds that the world appears to be frozen in place. The drinker may then wander about and perhaps find himself going on a spiritual journey, but all of this takes place in the space of the blink of an eye, and he does not actually move anywhere, as it's all in his head. Immediately after drinking a dose of the nectar, the drinker goes up one level, gaining enough XP to make the level, and instantly leveling up in full. When leveling up this way, the drinker may ignore the racial requirements of any class he levels into, as the concoction will give visions from past lives if necessary. He still needs to possess the other requirements of the class, if any. Afterwards that person may continue to level in that race-restricted class, but only that particular class. For example a goblin could drink the elixir and begin leveling in Dwarven Defender freely, but cannot take further dwarf-only classes.

The effects of the nectar only effect a creature once, future doses have no effect. However, should the drinker die and not return to life for a protracted period of time, the bottle that contains or that once contained the ancient elixir will, over the years, slowly refill, until the number of doses that had been drank by that person are replaced.


Rast's Scarab

http://fc09.deviantart.net/fs13/f/2007/060/4/5/Scarab_Shield_by_Nith47.jpg

This lightweight buckler appears to be made out of insect carapace and wood, yet shrugs off blows from even adamantium weaponry, and the stylized scarab on it's front seems to shift every now and again in hot weather.

A gift from a god to an elderly thri-kreen chieftain named Rast to help tip a war some unfathomable time ago in his favor, the Scarab is a true marvel. It's weight and feel would lead the casual observer to conclude it was made out of insect shell, but, closer observation reveals that it is actually woven from some material that eludes identification.

The Scarab is a major artifact that functions as a +5 ghost touch light shield and is completely indestructible and impossible to damage through any means imaginable. Not only this, but it defends not only against attacks, but against internal weakness. If the wearer has a negative ability score modifier in any ability score, he treats his modifier in that ability score as +0 (This retroactively alters his hit points). If the actually ability score is 0, however, he is still rendered helpless or dead. The Scarab also grants the wearer immunity to fatigue and exhaustion.

The Scarab also grants the wearer the ability to summon a fortress from the sand. At any time while in a desert and not in combat, the wearer may hold the shield above his head (foregoing it's shield bonus), and concentrate for 1 minute. At the end of this time, the sand around him shifts and, over the next 10 minutes slowly rises up into the form of a great scarab, 500 feet long by 250 feet wide and tall. This giant scarab is composed entirely of sand compacted to the consistency of stone, is partially hollow, containing a complex of rooms of the wearer's design, and crawls across the sand at speed of 4 miles an hour, or about 10 feet a round. (If using the Stonghold Builder's Guide, this is a mobile stronghold with the speed listed above, free stone walls, and a total value of 300,000 gp beyond this.) Once each day, the wearer of the Scarab must renew the fortress with another full minute of concentration while inside it. If he fails to do this once each day, the fortress will collapse back down to sand over a period of 10 minutes with the dawn. The Scarab can keep up to three such fortresses up at the same time, but doing so puts strain on the artifact, making it lose all of it's other special qualities except for indestructibility. Summoning a fortress does not alter the terrain enough to topple other buildings.


The Phoenix Sapling

http://i47.tinypic.com/2vw9ymh.jpg

A tiny, twisting tree sits in a shallow bowl before you. It looks like any other tree, except that it is devoid of any actual leaves, dark green flames taking their place.

The Phoenix Sapling is a major artifact miniature tree whose origins have been lost to time. Some believe that it was created by the same force that created the original Phoenixes. Other believe it is in fact the first ever Phoenix, polymorphed into a tree. Regardless, it is evident that the plant has some heritage linking it to Phoenixes. Every time the tree dies, it bursts into a pillar of green flame, setting everything flammable within 40 feet on fire instantly (no save). After this, wherever the ashes of the tree fall, they become soil, and the sapling begins to grow anew.

However, the destructive rebirth this plant possesses is not the only remarkable quality it has. Indeed, it can actually pass it's gifts on others. Any living being can place his hand into the searing flames that replace the leaves of the plant, taking 1d6 fire damage each round. At the end of each round he holds his hand in the flames, he must make a DC 30 Will save to resist the impulse to yank his hand out, away from the pain. After three rounds of this(3d6 damage total), if he doesn't yank his hand away, the fire turns cool for a moment, and he feels a small leaf in the palm of his hand. As long as he has that leaf on his person, he is protected against death. If he ever dies, he is suddenly encased in a cocoon of green flames that, without a save, deals 10d6 to anything within 40 feet of him and sets them on fire. After a couple of seconds, the flames dissipate, and the creature who had the leaf is revealed, restored at it's heart with 10 hit points, and missing one leaf.

A creature can only have one leaf at a time. After that, the flames will simply burn them, not giving any more boons.

Garrus
2012-07-05, 01:39 PM
Also reserved for later use

Garrus
2012-07-10, 08:54 PM
I don't want this falling off the 3rd page. So, does no one have any comments on the three I've managed to get up so far at all? How about praise?

bobthe6th
2012-07-10, 09:36 PM
some crazy stuff... I worry about that scythe. use that one spell to force a twenty with full power attack... then cleave... two teresquies die horably.

also, is it and evil charicter that is non chaotic, or a character that isn't evil and chaotic?

Eldest
2012-07-10, 10:05 PM
I kinda don't like xp costs for abilities, I'd suggest changing the last artifact to run off charges instead. Maybe have it have a penalty for activating the charges, such as desiring more treasure or some other roleplaying issue.

Garrus
2012-07-10, 10:18 PM
some crazy stuff... I worry about that scythe. use that one spell to force a twenty with full power attack... then cleave... two teresquies die horably.

also, is it and evil charicter that is non chaotic, or a character that isn't evil and chaotic?

Well, it's a minor artifact, not something that the characters can actively go out and buy. In fact, it's up to the DM if it even exists at all, so I'm less concerned about the power level than I would otherwise be. As is, it's designed to be a MacGuffin weapon, the thing the party goes to get to kill the evil king and therefore I feel it needs to be worthy of that role.

Also, that's just how the intelligent item rules work, apparently.


I kinda don't like xp costs for abilities, I'd suggest changing the last artifact to run off charges instead. Maybe have it have a penalty for activating the charges, such as desiring more treasure or some other roleplaying issue.

I finally finished Ostunoda, btw. It's currently a lot of words, and I'm afraid that implementing a charge system will make it that much more wordy. Also, debating getting rid of the third and last abilities to free up space. (Edit: Removed them. They needed work anyways, and three special powers is plenty)

The Boz
2012-07-11, 01:14 PM
Change the dragonbladeswordsoulrapier thingy to a number of 1d4 HP sacrifices instead of XP.

Garrus
2012-07-16, 11:36 AM
Bump to the front page again.

@The Boz: Sorry I missed your post the last time I bumped the thread, but I really dislike the idea of making Ostunoda (not dragonbladeswordsoulrapier) be based off of hp payments, because that has a distinct "I am cutting myself and fueling the blade with my blood" overtone, which is way off mark. No, Ostunoda is using bits of soul, not sips of blood. What precisely is wrong with exp payments anyways?

Garrus
2012-07-22, 08:15 PM
Added: The Phoenix Sapling

mrcarter11
2012-07-22, 08:47 PM
Just noticed this, thought I'd post perhaps.

Bane: I was expecting something like this from the moment I opened the thread. Fit the usual of what I was expecting. The overkill ability is a bit unique while that is good, I wonder if it's a little much. Anyways, I'd say that any evil should be able to wield it, not just CE.

Leadean: Feel generic to Me. Considering the fluff, should probably make the wearer immune to flanking.

Otsunoda: It's quirky. I really expected to see it be Keen as well. Sorta a welcome surprise that it isn't. People really hate paying their hard earned XP for anything. I'd advise Con Damage personally. It doesn't have the same feel as hitpoint damage, but it still is a very lasting effect.

Nectar: I'm not sure what to say about it. It seems cool, it's a little just boring though. On the other hand, free levels are always nice I guess.

Rast's: I liked it a lot until I got to the build a stronghold and then stopped reading it. Not really something I'd ever expect to see come up. I will say that a mobile base of operations is something many a party could use though.

Sapling: I really like this, it's pretty dam cool. Not sure why it explodes in a massive burn everything type wave when you are reborn, but to each their own.

Garrus
2012-07-23, 01:30 AM
Bane: Heh, yeah, it's the obligatory overkill weapon of death, and, actually, the alignment thing is simply how intelligent items work. The wielder must have the exact same alignment as the item, unless the item is neutral on exactly one axis, in which case that axis is ignored for alignment.

Leadean: Yeah, he's a bit on the generic side, made him with the "can slide into whatever campaign you happen to be running" idea in mind. Also, good point on the flanking part, adding.

Ostunoda: I'm still not convinced. Sure, people don't like paying exp, but they also wouldn't like losing part of their con score. You could say that they'd just heal the con back, but the same principle still applies to exp. If you actually use the abilities so much that you fall behind in levels, well, you've been being a stupendous badass and that is why the exp payments were there.

Nectar: Yeah, added the 'take classes outside of your race' bit to spice it up.

Rast's: Awwww, no love for having a fortress?

Sapling: Thank you, thank you. The explosions were inspired by the Death Throes of the Phoenix creature itself. Does it seem all that out of place?

The-Mage-King
2012-07-23, 02:17 AM
Impressive! (http://www.youtube.com/watch?v=xRafVSm0Hm8)


No, really, these look nice.


Unfortunately, I'm waaayyyyy too tired to give meaningful feedback on balance or fluff looks. :smallfrown:

Maybe when I wake up, though! :smalltongue:

Hanuman
2012-07-23, 09:47 AM
I think the lore behind the nectar needs some work, think about how it was discovered and made and the lives of the individuals-- honestly the lore sounds more like a fridge-logic plothook than anything right now.

Otherwise, the phoenix-ability item is pretty neat, but the payment of XP for the item abilities is brilliant, and can be adapted for all sorts of item effects that go far beyond what's normally in-balance.

Garrus
2012-07-30, 01:34 PM
Bump back to front page. Been dry on inspiration lately and been busy getting enrolled back in college again, so, nothing new just yet.

Have been trying to think of some new flavor for the Nectar. No luck.

Hanuman
2012-08-01, 05:46 AM
Djinn in tonic. >:3

Deepbluediver
2012-08-01, 11:49 AM
I like the idea of paying Exp for using Ostsunoda's abilities; unlike Con damage or HP loss, it's not something that can be recovered easily. I have a question and one comments: first, does the sword's wielder know how much exp Otsunoda has already accumulated? If you come across this item randomly, it seems like there's a chance you might only be 1 Blizzard away from losing you awesome new sword.
Also, I would probably fix Otsunoda's age category at a given value; I know that with intelligent items the DM can exert some control, but I worry that at 1250 accumulated exp, the player would hand the sword off to his low-level minion, order him to use an ability, then bash the Wyrmling Otsunoda over the head and get his sword back.
If you don't like that, then make Otsunoda's age/CR equal to the highest ECL that payed exp into him.


I absolutely love unique magic items, and most of these are very appealing. The only one I wouldn't use is Nectar of Ruwake Tsu; I've never liked items that immediately and permenantely boost your basic stats (those tomes, for example) because they seem uninteresting, and that's effectively what this is doing. Unless the DM is prepared to play out some kind of solo-adventure, maybe in a mini-dungeon associated with the item, but that's a lot of work, and might get boring for the rest of the group.
The comment about the potion letting you relive past lives seems like it could be the hook for a much more interesting type of item, somehow. It could do something like let you trade your current levels for levels in other classes, even ones you might not ordinarily meet the prerequisites for.

Yitzi
2012-08-01, 01:15 PM
some crazy stuff... I worry about that scythe. use that one spell to force a twenty with full power attack... then cleave... two teresquies die horably.

Artifacts are supposed to be powerful. Also, it still would only knock out the tarrasque, not kill it. (It has no ability to bypass regeneration.)

As for the actual artifacts:
-They should be major artifacts, not minor artifacts. The primary difference between major and minor artifacts is that major artifacts are unique while minor artifacts are not. These are unique, hence they should be major artifacts.
-Arrow Deflection is usually only available on shields. Are you sure you want to put it on a suit of armor (Laedean)?
-You say that Laedean has no alignment, and then say he's true neutral. Which is it?
-You do know that silver dragons are usually Neutral Good, not Lawful Neutral, right?
-I take it Rast's Scarab is even 100% immune to M's Disjunction?
-Shouldn't the save to keep your hand in the Phoenix Sapling be made each round (probably with a slightly lower DC), not only at the end of the three rounds?

Hanuman
2012-08-07, 03:48 PM
You're missing the most important role of good artifacts.

Ambiguous and poorly defined other meaning/background.

If they find a fire wand have it be a key to something, if they find a potion that pours infinite beer out of it when unstopped then have that create little circles all over the floors and ceilings whenevers its unstopped, and for split seconds have portals open and close leaving the party bewildered on the exact use.

Best part is, it may not even have a use, but it'll leave the party guessing.

Garrus
2012-08-07, 05:51 PM
I like the idea of paying Exp for using Ostsunoda's abilities; unlike Con damage or HP loss, it's not something that can be recovered easily. I have a question and one comments: first, does the sword's wielder know how much exp Otsunoda has already accumulated? If you come across this item randomly, it seems like there's a chance you might only be 1 Blizzard away from losing you awesome new sword.
Also, I would probably fix Otsunoda's age category at a given value; I know that with intelligent items the DM can exert some control, but I worry that at 1250 accumulated exp, the player would hand the sword off to his low-level minion, order him to use an ability, then bash the Wyrmling Otsunoda over the head and get his sword back.
If you don't like that, then make Otsunoda's age/CR equal to the highest ECL that payed exp into him.

First, thank you. Second, the idea was "1500 exp from any one character." So, if they found it and the dragon had accumulated 1250 exp from the big bad, it'd be reset to 0 for them. In turn, you could hand it over from one party member to another and get more uses out of it. Though, I set the "turns into a dragon" point low for this reason. Does this need a rewrite, do you think? Alternative suggestions are welcome as well.


It could do something like let you trade your current levels for levels in other classes, even ones you might not ordinarily meet the prerequisites for.

Hmmmmm.


-They should be major artifacts, not minor artifacts. The primary difference between major and minor artifacts is that major artifacts are unique while minor artifacts are not. These are unique, hence they should be major artifacts.

Fixed.


-Arrow Deflection is usually only available on shields. Are you sure you want to put it on a suit of armor (Laedean)?

Why not?


-You say that Laedean has no alignment, and then say he's true neutral. Which is it?

Ah, I meant alignment as in "affiliation" the first time. Fixing.


-You do know that silver dragons are usually Neutral Good, not Lawful Neutral, right?

Yep.


-I take it Rast's Scarab is even 100% immune to M's Disjunction?

Yep, physically, anyways.


-Shouldn't the save to keep your hand in the Phoenix Sapling be made each round (probably with a slightly lower DC), not only at the end of the three rounds?

There's an idea. Adding.


You're missing the most important role of good artifacts.

Ambiguous and poorly defined other meaning/background.

If they find a fire wand have it be a key to something, if they find a potion that pours infinite beer out of it when unstopped then have that create little circles all over the floors and ceilings whenevers its unstopped, and for split seconds have portals open and close leaving the party bewildered on the exact use.

Best part is, it may not even have a use, but it'll leave the party guessing.

Hrm? Is there something that I need to fix or are you saying this for another reason?

Also, thanks for the bump. I keep getting distracted. Though, I have some ideas budding up in my head lately. Maybe I can get some of them fleshed out on Thursday (Next day off).

Garryl
2012-08-07, 06:24 PM
Should the Will save for the Phoenix Sapling still be required for creatures that don't take the fire damage (whether through resistance or immunity) or that don't feel pain (such as with the Empyreal Ecstasy spell)?

Hanuman
2012-08-08, 02:53 AM
Well the whole thing about artifacts is that they aren't treasure, they are plothooks. Leaving loose-ends even within their definitions allows an opening to splice the rope so-to-speak.

Yitzi
2012-08-08, 07:16 AM
Why not?

The idea of a deflection shield is that the shield is deflecting the arrow. For a suit of armor to work that way even though it cannot itself deflect the arrow is a bit unusual. You can put it on an artifact if you want to, of course, but you should just understand the reason that it doesn't work with non-artifacts before making that decision.

Garrus
2012-08-17, 12:02 PM
@Garryl: From a flavor standpoint, you have a very good point. From a mechanics standpoint, I'd rather keep it this way so player's can't just grab a scroll of immunity to fire and get a free raise dead whenever they need it.

@Hanuman: Well, that stuff is generally left up to the DM to work with. I'm putting up generalized concepts, things that DMs can find and adapt to their campaign.

@Yitzi: Well, I don't see much reason why it shouldn't work on armor to begin with either, so, help me understand. Why can't a breastplate deflect an arrow? Say it just bends space so that the arrow is more likely to hit the breastplate and then they simply bounce off.

Anyways, finally resurfacing from life, and I'm starting work on "The Gate to Etadric", so, stay tuned.

Yitzi
2012-08-17, 06:15 PM
@Yitzi: Well, I don't see much reason why it shouldn't work on armor to begin with either, so, help me understand. Why can't a breastplate deflect an arrow? Say it just bends space so that the arrow is more likely to hit the breastplate and then they simply bounce off.

That would be more like the Arrow Catching ability (perhaps with a higher bonus) than the Arrow Deflection ability. The idea of arrow deflection is that it moves toward the arrow, not that the arrow moves toward it.

Garrus
2012-08-24, 10:54 PM
Bump. No new items, I'm afraid. Too busy. Will be trying to put up "The Mantle of Wasps" later this week, though.

Sypher667
2012-08-25, 12:38 AM
I love the Gate. It lends itself well to a dozen different purposes, from having a dungeon within it and the pit for more sand is in the end of it, to a Jumanji-esque "Ive been here for thousands of years, please help me"

My only question on it is what happens if no sand is taken on the way out? Perhaps a will-save (at a higher DC than the Ego score) to resist taking "just one more handful"?

jw120
2012-08-25, 04:00 AM
Great items, wished more users would create items, instead of prestige classes :D
I like especially the silver dragon sword and the phoenix plant!

Garrus
2012-08-31, 10:24 PM
That's an idea, Sypher667. I'll see about adding it in there. Also, thank you jw120. Couldn't find an artwork for the mantle wasps, but I did find one that was perfect for an idea I had on the backburner: The Gieve Scrolls. Typing.

Yitzi
2012-09-01, 09:53 PM
If someone level 1 or 2 who is not evil ends up walking into Etadric, what happens, and what are the consequences for other visitors?