The_Losar
2007-02-01, 01:58 AM
Finally, after two and a half years of campaigning, the party I'm DMing has achieved not only level 20 but the means by which they shall break the barrier between Exceptional and Epic. A great need has arisen and an evil deity is taking over their continent. Her Chosen people, her most faithful servants, have been fought, defeated, and have arisen untouched before the party's very eyes. Rumor reached them of weapons blessed by the gods, tools which may allow mortals to overcome the power of a god.
The party found the dungeon and journeyed through it, 18 massive levels each representing a deity in my setting, built before any of the deities fell, when the deities were 18 Truths instead of 6 Truths, 6 Half-Truths, and 6 Untruths. They journeyed through the test knowing they were being tested, but unaware of the conditions of the tests or how they were being measured. They knew only the title of each floor, named for their respective Truth, as the dungeon demanded an answer as to how each person defined each Truth before entering each floor.
Finally on the final floor, the floor of Justice, the party faced no test but to understand how they measured in the eyes of the gods. It was there they earned 17 of the 18 Tools of the Gods.
----------
Tools of the Gods
Powerful artifacts in their own right, the primary purpose of many of these is giving a mortal a fair chance against a deity. Thus, while many of the abilities of the artifacts will be familiar, the weapons and several of the other artifacts will speak of an ability I call GACK, an acronym meaning God, Avatar, and Chosen Killing. Two definitions will be established before pressing onward.
Chosen - A Chosen is, simply, a person to whom a deity has particular interest in, usually a faithful servant, which the deity grants numerous benefits, such as augmented abilities, spell resistance, and immunity to lethal damage. Good and Neutral deities are generally loathe to grant such favoritism, but evil deities are often willing to sacrifice one of their avatars (necessary) to acquire such a follower.
GACK - The ability of a weapon to bypass many of a deity's physical defenses, as well as allowing the weapon to deal "lethal" damage to a deity or its Chosen.
To a deity that means no Divine AC Bonus, Deflection Bonus from high Charisma, nor Natural Armor bonus augmented by Divine Ranks. Further, Divine damage reduction is bypassed and any fast healing and regeneration abilities are negated in regard to attacks made by a weapon with GACK. GACK weapons even bypass the Divine Shield salient ability.
However, high AC from normal magical equipment, high Dexterity, and armor are not bypassed. Likewise, Damage Reduction granted as a class ability or other normal means, such as by levels in Barbarian or certain Epic feats, are not bypassed by GACK weapons.
That said, here are the artifacts.
---
Benevolent Ward Heavy Mithral Shield
Enhancement Bonus = 2 x # of allies within 20 ft (up to +20)
1/day can cast Mass Cure Critical Wounds (CL20) on allies within 20 ft
+1 Enhancement to a Paladin's Aura of Courage ability
A longsword wielded with the Benevolent Ward gains an additional +1 Enhancement to the longword's existing Enhancement Bonus, if any. The weapon also gains the GACK attribute.
Andeas Hollow Axe Cold Iron Handaxe
1/day casts Delayed Blast Fireball (CL20, Ref DC25)
Melee: Enhancement Bonus +6, Flaming
Thrown: Enhancement Bonus +10, throwing, Distance, True Strike, Keen, Brilliant Energy, Flaming Burst
Weapon is GACK both in melee and when thrown.
If thrown, the axe explodes in a ball of fire (no additional effects to target) and is no more.
Grail Vitalus Wooden Cup
Grants holder Fast Healing 5
Empowers one Cure spell per day
Maximizes one Cure spell per day
Any water drank from the Grail Vitalus acts as a potion of Cure Critical Wounds (CL20)
Silent Reassurance Ironwood Quarterstaff
Enhancement Bonus +7, GACK
Abjuration and Divination spells cast by the wielder bypass a deity's divine defenses (SR, immunities) but not mundane ones (saves, class features)
50 charges. At 0 charges Silent Reassurance becomes a mundane Ironwood Quarterstaff
5 Charges: Foresight, Prismatic Sphere
4 Charges: Moment of Prescience, Protection From Spells
3 Charges: Greater Arcane Sight, Spell Turning
2 Charges: True Seeing, Greater Dispel Magic
1 Charge: Break Enchantment, Rary's Telepathic Bond
Free 1/day: Arcane Eye, Tongues, Detect Thoughts, Identify, Remove Curse, Dispel Magic, Protection From Arrows, Endure Elements
Spells cast at CL20 and DCs are set at 20 + # of charges spent
Weighted Hope Necklace
Deflections AC Bonus = 1 x # of beads intact on the necklace
Each bead grants a Divine Bonus to a stat depending in its color. This bonus stacks with any other enhancement, including itself. There are 8 beads to begin with.
2 Blue: Intelligence
2 Violet: Charisma
2 Turquoise: Constitution
2 Pearls: Wisdom
Each bead may be crushed and sprinkled onto a bundle of projectiles which grants those projectiles GACK
Joy & Laughter Harmonica and Harp
Each provides a +5 Enhancement Bonus to Perform checks with the relevant instrument.
Once a day these may be activated. The user is entranced for 15 rounds as they perform a song. They may move their land speed, but may take no other actions. The effect of the song depends of the user's Perform Check and which instrument they use.
Joy - 0-9: No Effect, 10-19: +4 to Attack Rolls and Damage Rolls, 20-29: Weapons gain GACK, 30+: Performer is immune to damage and spells for the duration of the song
Laughter - 0-9: No Effect, 10-19: +4 to spell DCs, 20-29: Spells bypass Divine defenses (SR, immunities), 30+: Performer is immune to damage and spells for the duration of the song
Effects stack with Bardsong when applicable. Music affects all allies within 30ft of performer.
Passing Sentence Cold Iron Shortsword
Enhancement Bonus +7, Keen, GACK
When a person strikes the wielder of Passing Sentence and deals damage, the weapon labels that person as "Guilty" for 24 hours.
Against a Guilty foe Passing Sentence deals an additional 2d6 points of damage and casts Hold Person (Will DC 25, 2 rounds)
Passing Sentence can become any of the following weapons as a free action: shortsword, longsword, bastard sword, greatsword, two-bladed sword, handaxe, throwing axe, battle axe, Dwarven waraxe, greataxe, Orc double-axe, kukri, scimitar, falchion, kama, scythe, halberd, guisarme, or glaive.
Dictum Loyaltae Circlet
Enhancement Bonus +2 Wisdom, +2 Intelligence
1/day Major Creation (CL20)
3/day Dominate an unwilling subject Will DC25 (Dominate Monster, CL20)
1/round Order willing subject. Subject gains +2 to Attack and Damage Rolls for one round and weapon gains GACK.
Any axe weapon wielded by the wearer of the Dictum Loyaltae gains an Enhancement Bonus of +1 which stacks with the axe's existing Enhancement Bonus, if any. The weapon also gains the GACK attribute.
A Helping Hand Book
Ten people may read from the book. Each person may read three chapters. Each chapter grants the reader either 20 ranks in a class skill or 10 ranks in a cross-class skill, neither of which may exceed the person's normal max ranks in a skill.
The books divides similar chapters into parts. Characters generally do not know what skill a chapter pertains to until they read it, though the titles are usually obvious.
The chapters are as follows:
Part 1: Getting Around
Chapter 1: Scaling Walls and Other Obstacles (Climb)
Chapter 2: Clearing Unfortunate Gaps (Jump)
Chapter 3: When You Have No Boat... (Swim)
Chapter 4: Moved But Not Seen (Hide)
Chapter 5: Moved But Not Heard (Move Silently)
Chapter 6: Using Someone Else's Legs (Ride)
Chapter 7: If You Want To Show Off... (Tumble)
Part 2: Expand Your Mind
Chapter 8: People and Places (Knowledge (Nobility & Royalty, Geography))
Chapter 9: Gods and Their Habitats (Knowledge (Religion, The Planes))
Chapter 10: Important Facts About Civilized Structures (Knowledge (Dungeoneering, Architecture & Engineering))
Chapter 11: People and Where They Come From (Knowledge (Local, History))
Chapter 12: The World We Live In (Knowledge (Nature, Arcana))
Chapter 13: What Manner Of Sorcery Be This!? (Spellcraft)
Chapter 14: For Further Reading... (Decipher Script)
Part 3: Dealing With People
Chapter 15: Knowing the Right Words (Speak Language)
Chapter 16: Finding the Right Words (Diplomacy)
Chapter 17: When the Right Words Aren't Enough (Bluff)
Chapter 18: When Words Aren't Necessary (Intimidate)
Chapter 19: Getting To Know One Another (Gather Information)
Chapter 20: Lending An Ear (Listen)
Chapter 21: Not Everyone's As Trustworthy As You... (Sense Motive)
Chapter 22: Not Everyone's A Person... (Handle Animal)
Part 4: Something Useful For A Change
Chapter 23: Keeping Your Eye On The Prize (Concentration)
Chapter 24: Preventing a Tricky Situation (Disable Device)
Chapter 25: Getting Out of a Tricky Situation. (Escape Artist)
Chapter 26: Getting In Again (Open Lock)
Chapter 27: First Aid (Heal)
Chapter 28: Don't Leave Home Without It (Use Rope)
Chapter 29: When Noone Else Is Around (Survival)
Part 5: Make Something of Your Life
Chapter 30: Be A Smith! (Craft (Armor, Weapons, Blacksmithing))
Chapter 31: Be An Actor! (Disguise, Perform (Actor))
Chapter 32: Be An Explorer! (Search, Profession (Guide))
Chapter 33: Be An Artist! (Craft (Painting, Sculpting, Jewelry))
Chapter 34: Be A Musician! (Perform (Strings, Wind Instruments, Keyboards))
Chapter 35: Be A Sailor! (Spot, Profession (Sailor))
Chapter 36: Be A Merchant! (Appraise, Profession (Shopkeeper))
Chapter 37: Be A Scribe! (Forgery, Profession (Scribe))
Guilty Knowledge Ironwood Club
Enhancement Bonus +7, GACK
Enchantment and Illusion spells cast by the wielder bypass a deity's divine defenses (SR, immunities) but not mundane ones (saves, class features)
50 charges. At 0 charges Guilty Knowledge becomes a mundane Ironwood Club
5 Charges: Shades, Dominate Monster
4 Charges: Greater Shadow Evocation, Mass Charm Monster
3 Charges: Mass Invisibility, Mass Hold Person
2 Charges: Permanent Image, Greater Heroism
1 Charge: Seeming, Hold Monster
Free 1/day: Illusory Wall, Displacement, Minor Image, Ventriloquism, Confusion, Deep Slumber, Touch of Idiocy, Hypnotism
Spells cast at CL20 and DCs are set at 20 + # of charges spent
Spritan's Bounty Belt
Natural Armor AC Bonus +7
Speak to Animals and Plants at will
Summoned Monsters are effectively GACK
Phantom Charges Earrings
Divine Enhancement to Dexterity +4 (stacks with any other Enhancement)
5/day casts Invisibility on self (CL20)
1/day casts Greater Invisibility on self (CL20)
Once per casting, the Phantom Charges will allow the wearer to ignore an action that would usually end an Invisibility spell
Daggers, Darts, and Kukris wielded by the wearer of the Phantom Charges gain an Enhancement Bonus of +1 that stacks with any existing Enhancement on the weapons, if any. The weapons also gain the GACK attribute.
Dangerous Ward Adamantine Greatsword
Enhancement Bonus +7, Defending, Vorpal, GACK
The Dangerous Ward also grants the wielder a Shield AC Bonus equal to their Strength modifier.
Glorious Sustain Gem
When swallowed, the Glorious Sustain grants a person the following benefits permanently:
Unarmed attacks and natural weapons become GACK
Fast Healing 1
Luck Bonus +5 on all saves
Immunity to all diseases, poisons, and polymorphing against your will
Food necessity reduced to one meal per week
Water necessity reduced to one glass per three days
Sleep necessity reduces to one hour per day and a half
Aging slows to 1/4 rate, life extends accordingly
Dismal Song Mithral Flail
Enhancement Bonus +7, Disruption (Will DC25), GACK
2/day casts Darkness (CL20)
Constantly emits light as a torch which only its wielder can see. Light penetrates even magical darkness.
Mithral treated as alchemical silver for the purpose of bypassing certain types of damage reduction.
Bittersweet Barrage Composite Longbow
Enhancement Bonus +7, GACK
Composite Strength value conforms to wielder
Arrows switch between two types automatically after each shot.
Attack type: Icy Burst
Healing type: Ranged Touch Attack bestows Cure Moderate Wounds (CL10) on the target.
Concealed Intentions Mithral Dagger
Enhancement Bonus +7, GACK
Mithral is treated as Alchemical Silver for the purpose of bypassing certain types of Damage Reduction
Necromancy and Transmutation spells cast by the wielder bypass a deity's divine defenses (SR, immunities) but not mundane ones (saves, class features)
50 charges. At 0 charges Concealed Intentions becomes a mundane Mithral Dagger
5 Charges: Wail of the Banshee, Time Stop
4 Charges: Iron Body, Horrid Wilting
3 Charges: Statue, Waves of Exhaustion
2 Charges: Disintegrate, Undead to Death
1 Charge: Telekinesis, Waves of Fatigue
Free 1/day: Stone Shape, Haste, Knock, Expeditious Retreat, Bestow Curse, Gentle Repose, Spectral Hand, Ray of Enfeeblement
Spells cast at CL20 and DCs are set at 20 + # of charges spent
Illusvatar Longsword
Enhancement Bonus +7, GACK, Frost (+2d6)
An Outsider struck by Illusvatar must make a Fortitude Save DC25 or die instantly (usually, simply sent back to home plane)
----
The relevant Truths for each weapon are, respectively: Humility, Mercy, Compassion, Charity, Balance, Happiness, Justice, Loyalty, Growth, Wisdom, Life, Action, Protection, Health, Death, Love, Change, and Purity.
The party missed out on Purity.
Many of the effects of the weapons (such as Dictum Loyaltae's Major Creation 1/day and Bittersweet Barrage's attack arrows' Icy Burst) don't make much sense without going into detail on the character of each deity.
Some things to point out: First, in my setting deities don't really die. A more accurate description would be that they slip into enforced inactivity for a time, often a century or so. Mortals do not become deities, or at least the procedure for doing so has not yet been considered or tried.
Second, this is the first batch of truly powerful weapons this party has every really gotten. I'd like to think I haven't been too stingy and that I give rewards regularly enough (I mean, they're still around after two and a half years, right?), but this is pretty huge for them. Bickering is bound to ensue over who gets what, but they are pretty gracious and will come to an agreement. The fact is, though these artifacts are pretty nuts against most mortals, a deity is still a deity. Their problem deity is herself of 17 divine ranks. I'm not sure that, at level 21, they can really even take on her avatars. Still, it will be fun to experiment with.
I'm willing to elaborate on any points and accept criticism.
The party found the dungeon and journeyed through it, 18 massive levels each representing a deity in my setting, built before any of the deities fell, when the deities were 18 Truths instead of 6 Truths, 6 Half-Truths, and 6 Untruths. They journeyed through the test knowing they were being tested, but unaware of the conditions of the tests or how they were being measured. They knew only the title of each floor, named for their respective Truth, as the dungeon demanded an answer as to how each person defined each Truth before entering each floor.
Finally on the final floor, the floor of Justice, the party faced no test but to understand how they measured in the eyes of the gods. It was there they earned 17 of the 18 Tools of the Gods.
----------
Tools of the Gods
Powerful artifacts in their own right, the primary purpose of many of these is giving a mortal a fair chance against a deity. Thus, while many of the abilities of the artifacts will be familiar, the weapons and several of the other artifacts will speak of an ability I call GACK, an acronym meaning God, Avatar, and Chosen Killing. Two definitions will be established before pressing onward.
Chosen - A Chosen is, simply, a person to whom a deity has particular interest in, usually a faithful servant, which the deity grants numerous benefits, such as augmented abilities, spell resistance, and immunity to lethal damage. Good and Neutral deities are generally loathe to grant such favoritism, but evil deities are often willing to sacrifice one of their avatars (necessary) to acquire such a follower.
GACK - The ability of a weapon to bypass many of a deity's physical defenses, as well as allowing the weapon to deal "lethal" damage to a deity or its Chosen.
To a deity that means no Divine AC Bonus, Deflection Bonus from high Charisma, nor Natural Armor bonus augmented by Divine Ranks. Further, Divine damage reduction is bypassed and any fast healing and regeneration abilities are negated in regard to attacks made by a weapon with GACK. GACK weapons even bypass the Divine Shield salient ability.
However, high AC from normal magical equipment, high Dexterity, and armor are not bypassed. Likewise, Damage Reduction granted as a class ability or other normal means, such as by levels in Barbarian or certain Epic feats, are not bypassed by GACK weapons.
That said, here are the artifacts.
---
Benevolent Ward Heavy Mithral Shield
Enhancement Bonus = 2 x # of allies within 20 ft (up to +20)
1/day can cast Mass Cure Critical Wounds (CL20) on allies within 20 ft
+1 Enhancement to a Paladin's Aura of Courage ability
A longsword wielded with the Benevolent Ward gains an additional +1 Enhancement to the longword's existing Enhancement Bonus, if any. The weapon also gains the GACK attribute.
Andeas Hollow Axe Cold Iron Handaxe
1/day casts Delayed Blast Fireball (CL20, Ref DC25)
Melee: Enhancement Bonus +6, Flaming
Thrown: Enhancement Bonus +10, throwing, Distance, True Strike, Keen, Brilliant Energy, Flaming Burst
Weapon is GACK both in melee and when thrown.
If thrown, the axe explodes in a ball of fire (no additional effects to target) and is no more.
Grail Vitalus Wooden Cup
Grants holder Fast Healing 5
Empowers one Cure spell per day
Maximizes one Cure spell per day
Any water drank from the Grail Vitalus acts as a potion of Cure Critical Wounds (CL20)
Silent Reassurance Ironwood Quarterstaff
Enhancement Bonus +7, GACK
Abjuration and Divination spells cast by the wielder bypass a deity's divine defenses (SR, immunities) but not mundane ones (saves, class features)
50 charges. At 0 charges Silent Reassurance becomes a mundane Ironwood Quarterstaff
5 Charges: Foresight, Prismatic Sphere
4 Charges: Moment of Prescience, Protection From Spells
3 Charges: Greater Arcane Sight, Spell Turning
2 Charges: True Seeing, Greater Dispel Magic
1 Charge: Break Enchantment, Rary's Telepathic Bond
Free 1/day: Arcane Eye, Tongues, Detect Thoughts, Identify, Remove Curse, Dispel Magic, Protection From Arrows, Endure Elements
Spells cast at CL20 and DCs are set at 20 + # of charges spent
Weighted Hope Necklace
Deflections AC Bonus = 1 x # of beads intact on the necklace
Each bead grants a Divine Bonus to a stat depending in its color. This bonus stacks with any other enhancement, including itself. There are 8 beads to begin with.
2 Blue: Intelligence
2 Violet: Charisma
2 Turquoise: Constitution
2 Pearls: Wisdom
Each bead may be crushed and sprinkled onto a bundle of projectiles which grants those projectiles GACK
Joy & Laughter Harmonica and Harp
Each provides a +5 Enhancement Bonus to Perform checks with the relevant instrument.
Once a day these may be activated. The user is entranced for 15 rounds as they perform a song. They may move their land speed, but may take no other actions. The effect of the song depends of the user's Perform Check and which instrument they use.
Joy - 0-9: No Effect, 10-19: +4 to Attack Rolls and Damage Rolls, 20-29: Weapons gain GACK, 30+: Performer is immune to damage and spells for the duration of the song
Laughter - 0-9: No Effect, 10-19: +4 to spell DCs, 20-29: Spells bypass Divine defenses (SR, immunities), 30+: Performer is immune to damage and spells for the duration of the song
Effects stack with Bardsong when applicable. Music affects all allies within 30ft of performer.
Passing Sentence Cold Iron Shortsword
Enhancement Bonus +7, Keen, GACK
When a person strikes the wielder of Passing Sentence and deals damage, the weapon labels that person as "Guilty" for 24 hours.
Against a Guilty foe Passing Sentence deals an additional 2d6 points of damage and casts Hold Person (Will DC 25, 2 rounds)
Passing Sentence can become any of the following weapons as a free action: shortsword, longsword, bastard sword, greatsword, two-bladed sword, handaxe, throwing axe, battle axe, Dwarven waraxe, greataxe, Orc double-axe, kukri, scimitar, falchion, kama, scythe, halberd, guisarme, or glaive.
Dictum Loyaltae Circlet
Enhancement Bonus +2 Wisdom, +2 Intelligence
1/day Major Creation (CL20)
3/day Dominate an unwilling subject Will DC25 (Dominate Monster, CL20)
1/round Order willing subject. Subject gains +2 to Attack and Damage Rolls for one round and weapon gains GACK.
Any axe weapon wielded by the wearer of the Dictum Loyaltae gains an Enhancement Bonus of +1 which stacks with the axe's existing Enhancement Bonus, if any. The weapon also gains the GACK attribute.
A Helping Hand Book
Ten people may read from the book. Each person may read three chapters. Each chapter grants the reader either 20 ranks in a class skill or 10 ranks in a cross-class skill, neither of which may exceed the person's normal max ranks in a skill.
The books divides similar chapters into parts. Characters generally do not know what skill a chapter pertains to until they read it, though the titles are usually obvious.
The chapters are as follows:
Part 1: Getting Around
Chapter 1: Scaling Walls and Other Obstacles (Climb)
Chapter 2: Clearing Unfortunate Gaps (Jump)
Chapter 3: When You Have No Boat... (Swim)
Chapter 4: Moved But Not Seen (Hide)
Chapter 5: Moved But Not Heard (Move Silently)
Chapter 6: Using Someone Else's Legs (Ride)
Chapter 7: If You Want To Show Off... (Tumble)
Part 2: Expand Your Mind
Chapter 8: People and Places (Knowledge (Nobility & Royalty, Geography))
Chapter 9: Gods and Their Habitats (Knowledge (Religion, The Planes))
Chapter 10: Important Facts About Civilized Structures (Knowledge (Dungeoneering, Architecture & Engineering))
Chapter 11: People and Where They Come From (Knowledge (Local, History))
Chapter 12: The World We Live In (Knowledge (Nature, Arcana))
Chapter 13: What Manner Of Sorcery Be This!? (Spellcraft)
Chapter 14: For Further Reading... (Decipher Script)
Part 3: Dealing With People
Chapter 15: Knowing the Right Words (Speak Language)
Chapter 16: Finding the Right Words (Diplomacy)
Chapter 17: When the Right Words Aren't Enough (Bluff)
Chapter 18: When Words Aren't Necessary (Intimidate)
Chapter 19: Getting To Know One Another (Gather Information)
Chapter 20: Lending An Ear (Listen)
Chapter 21: Not Everyone's As Trustworthy As You... (Sense Motive)
Chapter 22: Not Everyone's A Person... (Handle Animal)
Part 4: Something Useful For A Change
Chapter 23: Keeping Your Eye On The Prize (Concentration)
Chapter 24: Preventing a Tricky Situation (Disable Device)
Chapter 25: Getting Out of a Tricky Situation. (Escape Artist)
Chapter 26: Getting In Again (Open Lock)
Chapter 27: First Aid (Heal)
Chapter 28: Don't Leave Home Without It (Use Rope)
Chapter 29: When Noone Else Is Around (Survival)
Part 5: Make Something of Your Life
Chapter 30: Be A Smith! (Craft (Armor, Weapons, Blacksmithing))
Chapter 31: Be An Actor! (Disguise, Perform (Actor))
Chapter 32: Be An Explorer! (Search, Profession (Guide))
Chapter 33: Be An Artist! (Craft (Painting, Sculpting, Jewelry))
Chapter 34: Be A Musician! (Perform (Strings, Wind Instruments, Keyboards))
Chapter 35: Be A Sailor! (Spot, Profession (Sailor))
Chapter 36: Be A Merchant! (Appraise, Profession (Shopkeeper))
Chapter 37: Be A Scribe! (Forgery, Profession (Scribe))
Guilty Knowledge Ironwood Club
Enhancement Bonus +7, GACK
Enchantment and Illusion spells cast by the wielder bypass a deity's divine defenses (SR, immunities) but not mundane ones (saves, class features)
50 charges. At 0 charges Guilty Knowledge becomes a mundane Ironwood Club
5 Charges: Shades, Dominate Monster
4 Charges: Greater Shadow Evocation, Mass Charm Monster
3 Charges: Mass Invisibility, Mass Hold Person
2 Charges: Permanent Image, Greater Heroism
1 Charge: Seeming, Hold Monster
Free 1/day: Illusory Wall, Displacement, Minor Image, Ventriloquism, Confusion, Deep Slumber, Touch of Idiocy, Hypnotism
Spells cast at CL20 and DCs are set at 20 + # of charges spent
Spritan's Bounty Belt
Natural Armor AC Bonus +7
Speak to Animals and Plants at will
Summoned Monsters are effectively GACK
Phantom Charges Earrings
Divine Enhancement to Dexterity +4 (stacks with any other Enhancement)
5/day casts Invisibility on self (CL20)
1/day casts Greater Invisibility on self (CL20)
Once per casting, the Phantom Charges will allow the wearer to ignore an action that would usually end an Invisibility spell
Daggers, Darts, and Kukris wielded by the wearer of the Phantom Charges gain an Enhancement Bonus of +1 that stacks with any existing Enhancement on the weapons, if any. The weapons also gain the GACK attribute.
Dangerous Ward Adamantine Greatsword
Enhancement Bonus +7, Defending, Vorpal, GACK
The Dangerous Ward also grants the wielder a Shield AC Bonus equal to their Strength modifier.
Glorious Sustain Gem
When swallowed, the Glorious Sustain grants a person the following benefits permanently:
Unarmed attacks and natural weapons become GACK
Fast Healing 1
Luck Bonus +5 on all saves
Immunity to all diseases, poisons, and polymorphing against your will
Food necessity reduced to one meal per week
Water necessity reduced to one glass per three days
Sleep necessity reduces to one hour per day and a half
Aging slows to 1/4 rate, life extends accordingly
Dismal Song Mithral Flail
Enhancement Bonus +7, Disruption (Will DC25), GACK
2/day casts Darkness (CL20)
Constantly emits light as a torch which only its wielder can see. Light penetrates even magical darkness.
Mithral treated as alchemical silver for the purpose of bypassing certain types of damage reduction.
Bittersweet Barrage Composite Longbow
Enhancement Bonus +7, GACK
Composite Strength value conforms to wielder
Arrows switch between two types automatically after each shot.
Attack type: Icy Burst
Healing type: Ranged Touch Attack bestows Cure Moderate Wounds (CL10) on the target.
Concealed Intentions Mithral Dagger
Enhancement Bonus +7, GACK
Mithral is treated as Alchemical Silver for the purpose of bypassing certain types of Damage Reduction
Necromancy and Transmutation spells cast by the wielder bypass a deity's divine defenses (SR, immunities) but not mundane ones (saves, class features)
50 charges. At 0 charges Concealed Intentions becomes a mundane Mithral Dagger
5 Charges: Wail of the Banshee, Time Stop
4 Charges: Iron Body, Horrid Wilting
3 Charges: Statue, Waves of Exhaustion
2 Charges: Disintegrate, Undead to Death
1 Charge: Telekinesis, Waves of Fatigue
Free 1/day: Stone Shape, Haste, Knock, Expeditious Retreat, Bestow Curse, Gentle Repose, Spectral Hand, Ray of Enfeeblement
Spells cast at CL20 and DCs are set at 20 + # of charges spent
Illusvatar Longsword
Enhancement Bonus +7, GACK, Frost (+2d6)
An Outsider struck by Illusvatar must make a Fortitude Save DC25 or die instantly (usually, simply sent back to home plane)
----
The relevant Truths for each weapon are, respectively: Humility, Mercy, Compassion, Charity, Balance, Happiness, Justice, Loyalty, Growth, Wisdom, Life, Action, Protection, Health, Death, Love, Change, and Purity.
The party missed out on Purity.
Many of the effects of the weapons (such as Dictum Loyaltae's Major Creation 1/day and Bittersweet Barrage's attack arrows' Icy Burst) don't make much sense without going into detail on the character of each deity.
Some things to point out: First, in my setting deities don't really die. A more accurate description would be that they slip into enforced inactivity for a time, often a century or so. Mortals do not become deities, or at least the procedure for doing so has not yet been considered or tried.
Second, this is the first batch of truly powerful weapons this party has every really gotten. I'd like to think I haven't been too stingy and that I give rewards regularly enough (I mean, they're still around after two and a half years, right?), but this is pretty huge for them. Bickering is bound to ensue over who gets what, but they are pretty gracious and will come to an agreement. The fact is, though these artifacts are pretty nuts against most mortals, a deity is still a deity. Their problem deity is herself of 17 divine ranks. I'm not sure that, at level 21, they can really even take on her avatars. Still, it will be fun to experiment with.
I'm willing to elaborate on any points and accept criticism.