Drakevarg
2012-10-22, 05:34 AM
For the campaign I'm currently running, the primary plot is a race to hunt down some artifacts in order to boost the party's power enough to slay a Great Wyrm Dragon with 20 class levels. With that in mind, these artifacts are SUPPOSED to be game-breaking. I just figured I'd toss them here for giggles, just to see how a forum full of gamers can abuse them.
The Black Blade
+8 Brilliant Energy Consumptive Burst Cold-Forged Adamantine* Greatsword
NN, Ego 35
INT 10
WIS 18
CHA 18
+14 Intimidate
+10 Knowledge (Religion)
+10 Sense Motive
At Will - Detect Undead, Mass Inflict Light Wounds
Darkvision 120 ft.
Blindsense 120 ft.
An ancient blade of indeterminate origin, it lacks any sort of decoration whatsoever. Its straight blade is remarkably devoid of any signs of wear and tear. Its handle is carved out of ebony, a straight cylinder wrapped in a leather grip with a bullet-shaped counterweight on the pummel. Just below the pummel is a dark metallic band inscribed with the words "Nel Nome Del Padre."
Bathed in Styxwater: The Black Blade is so inherently tied to death that it's very touch is like that of Styx. Anyone holding the sword takes 1d6 points of negative energy damage a round, as if they were on a plane with the negative-dominant trait. Furthermore, the Black Blade emits a desecrate effect in a 100 ft. radius centered on itself at all times.
Army of the Dead: The Black Blade feeds on the life energy of those it slays, retaining that energy within it. Using this energy, a necromancer can increase the HD of undead they can control at any one time to 4x the total HD of creatures slain by blade while in its weilder's possession.
Summon Echo (Su): Once a day, the Black Blade can draw upon an echo of the life force of any creature slain by it while in the posession of its current weilder. The creature is summoned, sans equipment or class levels, to the weilder's side with the Umbral Creature template attached. The echo is under the control of the Black Blade and will follow out its commands. The Black Blade may summon as many echoes as it pleases, but their total HD cannot exceed twice that of the sword's weilder. Summoned echoes remain with the blade until slain or until nothing living remains besides the weilder within the Black Blade's range of perception.
*Setting houserules state that Cold Iron becomes Cold-Forged, a material trait that can be applied to any metal, and Adamantine adds +2 Atk/Dmg.
Gems of the Elemental Paragons
These four spindle-shaped gems, each roughly two inches long and an inch in diameter, are said to be carved from the heart of the Elemental Planes. Regardless of if this is true, their power is not to be trifled with. To use a Gem of the Elemental Paragon, the user must have the ability to cast any spell on the Summon Monster or Summon Nature's Ally lines. The user may then summon a number of elementals of the specified type per day equal to (1/2 their HD x their primary casting modifier). For example, a 15th level Spirit Shaman with 20 WIS and the Gem of the Water Paragon may summon 35 HD of Water Elementals per day. They need not spend all these HD at once, and can space it out throughout the day similar to a Paladin's Lay on Hands ability. Each elemental summoned remains with the user for 1 Minute/HD or until slain.
If a character comes into the possession of multiple Gems of the Elemental Paragons, the number of HD each gem can summon doubles. For example, if the same Spirit Shaman came into possession of the Gem of the Air Paragon, he could summon 70 HD of Air Elementals. These allotments are separate for each gem, meaning the Spirit Shaman could also summon 70 HD of Water Elementals, for a total of 140 HD each day. Each new gem in the character's possession doubles this count again, meaning that a third gem would increase each gem's limit to 140 HD (for a total of 420) and a fourth would increase them to 280 HD (for a total of 1120).
The Black Blade
+8 Brilliant Energy Consumptive Burst Cold-Forged Adamantine* Greatsword
NN, Ego 35
INT 10
WIS 18
CHA 18
+14 Intimidate
+10 Knowledge (Religion)
+10 Sense Motive
At Will - Detect Undead, Mass Inflict Light Wounds
Darkvision 120 ft.
Blindsense 120 ft.
An ancient blade of indeterminate origin, it lacks any sort of decoration whatsoever. Its straight blade is remarkably devoid of any signs of wear and tear. Its handle is carved out of ebony, a straight cylinder wrapped in a leather grip with a bullet-shaped counterweight on the pummel. Just below the pummel is a dark metallic band inscribed with the words "Nel Nome Del Padre."
Bathed in Styxwater: The Black Blade is so inherently tied to death that it's very touch is like that of Styx. Anyone holding the sword takes 1d6 points of negative energy damage a round, as if they were on a plane with the negative-dominant trait. Furthermore, the Black Blade emits a desecrate effect in a 100 ft. radius centered on itself at all times.
Army of the Dead: The Black Blade feeds on the life energy of those it slays, retaining that energy within it. Using this energy, a necromancer can increase the HD of undead they can control at any one time to 4x the total HD of creatures slain by blade while in its weilder's possession.
Summon Echo (Su): Once a day, the Black Blade can draw upon an echo of the life force of any creature slain by it while in the posession of its current weilder. The creature is summoned, sans equipment or class levels, to the weilder's side with the Umbral Creature template attached. The echo is under the control of the Black Blade and will follow out its commands. The Black Blade may summon as many echoes as it pleases, but their total HD cannot exceed twice that of the sword's weilder. Summoned echoes remain with the blade until slain or until nothing living remains besides the weilder within the Black Blade's range of perception.
*Setting houserules state that Cold Iron becomes Cold-Forged, a material trait that can be applied to any metal, and Adamantine adds +2 Atk/Dmg.
Gems of the Elemental Paragons
These four spindle-shaped gems, each roughly two inches long and an inch in diameter, are said to be carved from the heart of the Elemental Planes. Regardless of if this is true, their power is not to be trifled with. To use a Gem of the Elemental Paragon, the user must have the ability to cast any spell on the Summon Monster or Summon Nature's Ally lines. The user may then summon a number of elementals of the specified type per day equal to (1/2 their HD x their primary casting modifier). For example, a 15th level Spirit Shaman with 20 WIS and the Gem of the Water Paragon may summon 35 HD of Water Elementals per day. They need not spend all these HD at once, and can space it out throughout the day similar to a Paladin's Lay on Hands ability. Each elemental summoned remains with the user for 1 Minute/HD or until slain.
If a character comes into the possession of multiple Gems of the Elemental Paragons, the number of HD each gem can summon doubles. For example, if the same Spirit Shaman came into possession of the Gem of the Air Paragon, he could summon 70 HD of Air Elementals. These allotments are separate for each gem, meaning the Spirit Shaman could also summon 70 HD of Water Elementals, for a total of 140 HD each day. Each new gem in the character's possession doubles this count again, meaning that a third gem would increase each gem's limit to 140 HD (for a total of 420) and a fourth would increase them to 280 HD (for a total of 1120).