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Jaikei
2013-03-27, 04:57 AM
I've recently begun a new melee-centered campaign, roughly two-hundred and eighty sessions long. Yes, really. We're that slow.

Anyhoo, the focus is on the Orbs of Dragonkind, although I've nerfed them to the point where they essentially only provide the spell ability, the breath weapon, and breath weapon resistances. Now, it's a fairly large campaign, enough so that there's one Orb for each player, and the Gold Orb for the villain. In addition to each character garnering an artifact-class item keyed to them specifically, there's a handful of other items I'm flinging in- the Dragonscale Cloak, the Platinum Helm, etc.

We've got our gear, we've got our guys, and we've got our goals. We've all agreed this is in no way a serious campaign- I have a falling anvil trap planned a la Animaniacs. The point of the campaign is to stop a rogue Ascendant Prismatic Dragon, and for that, we need a LOT of overpowering.

What I'm here for is this- given the mission of smiting a CR 38+ deity, what comically overpowered items would you store in the big loot piles? KEy places include an old nest of Ashardalon, the Brass City, and an Azer/Dwarf crafting community. So, put on your +8 thinking caps, and let's get OP!

Prime32
2013-03-27, 09:15 AM
Piloted robot dragon powered by inserting an Orb in its chest (effectively the pilot is shapechanged into a dragon matching the Orb's kind).

Infinitely sharp sword that ignores DR/hardness, can strike things in coterminous planes, and can cut open gates.

Fossilised heart that, when swallowed, turns you into a mass of pure fire with swarm immunities and regeneration/cold (plus the (Fire) subtype and the Burn ability as a fire elemental).

Armor that eats magic, granting spell resistance (vs enemy spells only) and attempting to dispel/counterspell spells around it every turn. Whenever it succeeds the wearer gains temporary hp based on spell level. Salient divine abilities count as 10th-level spells, and it counters them automatically.

A bow that widens any shot into an area 15ft wide and 1 mile long, and changes the shot's damage type to force damage.

SamBurke
2013-03-27, 10:46 AM
Do you want new items, specific items for each character, or what, precisely?

Wargamer
2013-03-27, 12:35 PM
A scroll of Summon Concrete Donkey. Nothing can withstand the Concrete Donkey! :smallbiggrin:

Other fun tools include...

The Holy Hand Grenade of Antioch!
Once thrown, this device deals 53d53x500300 damage to everything in a 5030ft radius of the point of impact. Nothing can negate or reduce this damage and it cannot be regenerated. Small rabbits must take a DC Don't Even Bother Rolling save or die instantly.

Monarch Dodora
2013-03-27, 02:05 PM
From the Epic-Level Handbook:


Egg of Abominable Cold:
Objects of this sort are major artifacts. They cannot be crafted—they are formed only by accident, and only as a product of the natural life process of xixicals, themselves abominations of evil, ice, and chaos. When an Egg of Abominable Cold is broken, it releases a storm of cold that deals 100d10 points of cold damage to all creatures in a 30-foot radius (no saving throw or spell resistance allowed). Treat an Egg as a thrown weapon with a range increment of 10 feet. Once used, an Egg is destroyed.

One hundred d10s with no save or resistance. Eek.

Jaikei
2013-03-28, 07:10 PM
Do you want new items, specific items for each character, or what, precisely?

Anything you choose- In case you wanted specifics, we have two fighters, a cleric, a ranger, a samurai, a warmage, a ninja, and a monk/drunken master.

gooddragon1
2013-03-28, 07:31 PM
Painkiller

+10 Holy Darksteel Wristsword (1d8 19-20/x3 P or S)

The painkiller was created to claim vengeance for those who died to the terrors that lurk in wait for the innocent. For every innocent victim a target has maliciously killed in terror or for every innocent life claimed knowingly (if both then stack for +1 for each criterion met per life) the weapon's enhancement bonus increases by 1 when striking that creature (the wielder of this weapon is unaffected by it's abilities). The painkiller strikes creatures it would gain an extra enhancement bonus against as though they had no special protections such as damage reduction or incorporeality. Creatures with an evil alignment who would trigger a +1 or higher enhancement bonus from this weapon must make a will save every round they can see it and are within 60 feet (creatures farther than this distance but who can still see it are shaken for as long as they look at it with no save allowed) or are within 30 feet of it or be paralyzed with fear (treat as helpless as well as unable to think or act) and cower in it's presence for as long as they can see it or are within 30 feet of it (a successful save causes them to be panicked for 5 rounds instead and this ability can affect even creatures who would normally be immune to fear or mind-affecting effects). The owner of painkiller is immune to all fear effects as he can no longer feel fear unless he chooses to. A creature for whom this weapon would have a +1 or higher enhancement bonus from it's first ability cannot attack (neither actively or passively) the owner of painkiller or anyone within 10 feet of him unless they succeed on a will save per attack attempt and on a failed save they may not attack the owner for 100 years (even passive attack forms fail against the owner). On a natural result of 20 on an attack roll (or a coup de grace (which the wielder can execute on the target so long as they are helpless regardless of other conditions and the coup de grace will not allow a save in this case)) the weapon instantly destroys any creature it would have a +1 or higher bonus from it's first ability and prevents it from returning from being destroyed. A creature against which the painkiller would gain an extra enhancement bonus can be forced to reveal itself if the wielder of the weapon challenges it to present itself and it hears the challenge (this effect can be resisted with a will save but a creature who resists this effect must still contend with it each time they are challenged and may not flee for 1 hours if they fail to resist it unless the wielder allows them to do so). The will save DC for the abilities of the painkiller is 20 + Cha mod of wielder + Enhancement bonus increase against the subject. Although the painkiller is made of darksteel it usually ignores negative energy damage and is thus almost indestructible (it can be destroyed by negative energy if it's wielder is of good alignment and uses negative energy on it). The painkiller whispers its name when activated (which seems to come from all directions to those who hear it (generally anyone within 30 feet) as though it were sound carried by a wind) and the wielder feels a slight chill if they are within 30 feet of those it was created to slay (he also knows their exact location as though he can both sense them and see them). A wielder with an evil alignment and using painkiller for evil suffers one level or HD of energy drain (even if they would be immune to energy drain) immediately after they hold painkiller and each round thereafter (this amount is increased by the bonus it would have against them). The owner of the painkiller must will it to activate as a swift action (also a swift action to deactivate it by willing it to deactivate) to take advantage of any of it's beneficial special abilities other than it's enhancement bonus, holy property, and darksteel composition which function continuously. The owner, current wielder, and creator of painkiller are immune to all it's abilities except it's energy drain vs evil which only the creator of painkiller is immune to (in his case he must make a will save each round or take the penalties of the shaken condition as he is flooded with guilt). The creator of painkiller can recall it to himself (regardless of circumstances) at will and also reclaim ownership (regardless of circumstances) at any time.

Darksteel (http://www.giantitp.com/forums/showthread.php?t=131645)

Baneblade

+10 Ghost Touch Darksteel Longsword [(Damage: 10d6)(Threat Range: 11-20)(Critical Multiplier: x10)]

Baneblade can achieve critical hits even against creatures normally immune to or not subject to them as well as objects. It is treated as having the bane quality against any creature or object it is used against except that its enhancement bonus is +10 better than it's normal bonus and it deals +10d6 bonus damage. Furthermore, any creature or object it scores a critical hit against must make a Will save (DC equal to the damage dealt + 1/2 the weilders HD + 10) or be destroyed. Baneblade may even destroy spells and effects that it comes into contact with as follows: the weilder must have the ability to make an attack of opportunity and makes an HD check against the effect and adds the damage he would deal with baneblade to the check (the weapon's extra damage is added as well) against a DC of 10 + the HD of the creator of the effect. If successful the effect is destroyed (spells are permanently dispelled, effects attached to a creature (such as auras) cease to function for 24 hours, and similar occurrences take place depending on the effect). Once per round, the weilder may expend his psionic focus to cause Baneblade to strike unerringly (though an attack roll must be made to threaten and confirm a critical hit) regardless of any impeding factors pertaining to the subject of the attack (armor class, incorporeality, etc.). The Baneblade is linked to ~'s soul such that it shares protections and abilities from his reconstruction ability and may be stored (regardless of location) and recalled from his soul to his hand at will. While stored, Baneblade is weightless and not affected by anything. The ability for Baneblade to be stored or recalled from ~'s soul cannot be impeded by any means. Baneblade does not function if used against ~ (it deals no damage and has no effects).

Pyrus


+12 Darksteel Scimitar of Fiery Blast

When this weapon's name is spoken (the command word) instead of being covered in flames as normal, the blade turns into flames shaped almost identically to it's normal form and all damage it deals is fire damage(the weapon recieves bonus damage for a positive charisma modifier but it's damage cannot be increased by mundane means (such as high strength)). The fire damage dealt by Pyrus cannot be reduced or prevented. Creatures dealt fire damage by Pyrus must succeed on a Fortitude save (DC equal to 10 + 1/2 the wielder's HD + the wielder's Charisma modifier) or be completely disintegrated by the flames leaving not even dust to mark their passing. Creatures immune to fire recieve a +4 bonus on this save.

The Bloodstone


The bloodstone is a grey gem set grasped by a miniature silver claw. If the bearer intentionally sacrifices a drop of his blood to the bloodstone while holding it near his neck it immediately turns blood red and a reddish cord encircles the neck of the bearer. Thereafter the bloodstone acts as a necklace and cannot be removed voluntarily (it may not be removed involuntarily) without a DC 25 fortitude save (the wearer takes 1d6 points of constitution damage from blood loss whether or not the save is successful and those incapable of taking the constitution damage are destroyed). While worn, the bloodstone grants its wielder a +10 enhancement bonus to Constitution and fast healing equal to their (newly improved) Constitution bonus + 1. In addition, the bloodstone duplicates any damage (including other numerical damage such as level loss and ability damage though the wearer must actually be harmed by the damage) the wearer takes for later discharge. As a standard action, the wearer may channel any amount of stored damage into a melee touch attack against a single target which may make a Will save to halve this damage. However, any channeled energy is first inflicted upon the wearer again before it may be used in this touch attack and thus the wearer may only channel as much energy as they can withstand (to channel any energy they must again be capable of being harmed by it). All stored energy is lost if the wearer of the bloodstone is destroyed or the bloodstone is removed (the stone reverts to it's greyish nature).

Despite it's gruesome requirements and history the bloodstone is not evil and thus may be used by anyone.

Vampires and other creatures sustained by blood are freed from this requirement for as long as they wear the bloodstone and it is charged.

History: The bloodstone was created by a powerful vampire haemomancer who was searching for a way to become autonomous. His efforts were successful with respect to not requiring blood, but he was not successful in negating his weakness to the sun. Rather than negating the suns damaging effects on him the bloodstone simply stored the damage and he was completely destroyed as a result.