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View Full Version : Value of these custom artifacts (3.5)



flappeercraft
2017-03-13, 10:57 PM
So currently im running a fully cheesed out campaign and I wanted to throw these artifacts in just to make the game more memorable and flavourful along with different than others. So tell me how much are these worth? Not necesarily in a GP value (Although those answers are welcome too) but in power itself of these. This campaign is supposed to get to epic levels.

Magic Item sets/Custom Artifacts in campaign:
Oerth Essence Set (Major Artifacts)
When a Oerth Essence piece of the set is within 30ft of another piece of the Oerth Essence piece it glows bright green getting brighter if both other pieces are within 30ft and when all pieces are equipped by a same creature they all start to glow red for 4 rounds each second growing brighter after which all the red glow disappears and transforms into a glowing red aura which creates illumination equivalent to that of a torch within 60ft. When reunited they all become more powerful if worn by the same creature. A creature wearing all the pieces gets a -20 circumstance bonus on Hide checks due to the glowing red aura around him.

Oerth Essence Sword:
This sword is a peculiar sword, it can change shape between a Longsword, Scimitar, Great sword and a Rapier which can be done as a free action even between attacks but with a concentration check DC 15+1 per change each round. It is fashioned of an Oerthblood Adamantine alloy. The sword is a +5, Doom Burst, Greater dispelling, Ghost strike, Profane, Illuminating and Everbright. In addition, when the whole set is used it becomes a +7 sword, can be drawn as a free action, its critical threat range is doubled from the form it is currently in, its critical multiplier becomes x4 and in addition can be thrown without penalty as a ranged attack to any creature within 60ft as a free action which returns to the wielder as soon as it hits or misses, this ability only functions if the wielder succeeds on a Concentration check DC 20 and can be used only once a round, if the wielder fails the concentration check or attempt to throw the sword more than once a round the sword just falls to the ground with no effect but can be picked up as a move action. If this sword is dropped, disarmed or removed any other way, the set abilities deactivate until wielded again.

Oerth Essence Armor:
This armor is a one of a kind armor, it is a special breastplate which has a Maximum Dexterity Bonus of +10, 0% Arcane Spell Failure and +0 Armor Check Penalty. This armor is made of an Oerthblood Adamantine alloy. The armor is a +5, Deathward, Ghostward, Retaliation, Mobility, Blueshine and Magic-Eating. When reunited with the rest of the set it becomes a +7 piece of armor, gives you SR 10 +HD and gives the user the ability to make a concentration check, that concentration check divided by 5 reduces damage by that amount of percentage damage received, this only works for one attack per round that is not based on elemental damage, if the wearer tries to do so again it just fails. It can reduce no more than 50% damage on a single attack.

Oerth Essence Amulet:
This amulet is a special amulet, it gives the wearer a continuous immunity to fear, stunning, gives the ability to the wearer to store a spell of up to 7th level as a contingency that does not expire with time but can be changed at any time. This item is made of an Oerthblood Adamantine alloy. When used with all the set of Oerth Essence it also gives a +6 enhancement bonus to any 2 abilities of the characters choice and in addition allows the character to as a free action once a round teleport within 10ft of his original location if he succeeds on a Concentration check DC 25. If the wearer of this amulet desires to teleport further he can as a free action do a concentration check DC (Distance in feet x3) to teleport that distance but must make a will save DC (Distance in feet teleported +15) or become stunned for his next round regardless of is the wearer is immune to stunning or not.



Silver Dagger of the Arcane Hunter (Major Artifact)
This mystical silver dagger is a powerful one, it acts as a +10 Magebane Steel dagger but has the special ability that if wielded by a non-spell caster it gives them the ability to absorb up to 6 spell levels per round of which all go to the casting of a heal spell to the wielder or harm if the wielder is undead when the user is at half health or less, this ability has a cooldown of 1d4+6 rounds. The wielder if so desires can use the dagger and 5 spell levels in it to channel a Feeblemind spell to the next person attacked as a free action but the effect only lasts for 1d4+3 rounds. The dagger may only absorb up to 100 spell levels at a time, after that it will no longer absorb any spell levels until it releases at least 1. As a bonus ability the dagger has the ability to create an Antimagic field once a day for 1 minute. As a last resort, a wielder of this dagger can attune his life force to the dagger as a standard action and do an attack which will force any Arcane Spellcaster hit by it to do a Will save DC (10 +Character level +Cha bonus of user) or be destroyed as by the destruction spell after which the wielder also dies regardless of the result.

Dragon’s Might Rod (Major Artifact)
This staff is made of a pure gold rod with an extremely valuable pure ruby on its top. The rod has a Great Wyrm Gold Dragon in it that is bound to the staff which can be called on once a month. When used the Great Wyrm Gold Dragon stays in service of the wielder of the rod for a whole day and will follow all orders typically being used for combat. This dragon follows orders from whoever wields the rod whether good or evil. After a day has passed the dragon will return to the inside of the ruby of the rod until it I next released. When the dragon is summoned the user of the rod can release him as a more powerful version of the dragon by having full HP per hit dice, +4 DC to saves against abilities/spells from the dragon and a +8 Untyped bonus to strength but this magic drains the power of the staff at an extremely rapid pace making the effect last for only 2 hours after which the dragon is returned to the rod. If the dragon is ever killed then it starts to slowly reform after which it takes a whole month for it to come back to life and another for the staff to recharge. If the dragon is willingly let go of his duty early by the user of the staff, then the staff can be ready to release him a day early for each 2 hours it is released early and if using the more powerful version he can be summoned a day early for each 10 minutes early it is let go of its duty. Were the rod ever destroyed it will require 3 wishes or miracles to fix which need not be consecutive, 1 for fixing the rod itself, 1 for attuning the dragon to the rod again and finally 1 to allow the dragon to be let in and out of the rod.

Construct Armageddon (Major Artifact)
This construct is a special one, on its own it does nothing and can’t even move but it can be worn by a medium sized creature to control from inside, the creature can be wearing armor inside the Armageddon while it is light armor. This construct armor is made of refined steel and can be donned by taking 3 minutes to put it on and takes 1 minute to take off, or instantly if the armor is destroyed. When worn the wearer is treated as Large size for all purposes and gains a +20 circumstance bonus to strength, -6 circumstance penalty on dexterity and the character gains +4 circumstance bonus on all fortitude saves that are not poison or disease related. When inside the construct the character does not actually take damage but the construct does, the Construct has 400 HP and a DR 30/Adamantine and +3 with Cold resistance of 20, Fire resistance of 20 and Acid resistance of 15, half of the electricity damage is also received by the wearer. The armor when not being used or when the wearer is completely motionless for at least 2 rounds receives Fast Healing 5 until the next movement the wearer takes. Along with that the wearer also receives the ability to create an Earthquake spell like effect once a day and the wearer can use an Empowered disintegrate CL 20 once per hour. When the armor goes to 0 HP it simply falls apart useless. The AC of the construct to determine if it takes damage is the same the character has but without an armor bonus or shield bonus to AC from his armor or shield but he has +8 Armor bonus instead and no maximum dexterity bonus unless the wearer has a maximum dexterity bonus from wearing light armor inside it. The wearer of the armor can use Large size or Medium sized weapons with no penalty unless he is not normally proficient with the weapon itself, the wearer can use a Huge size weapon although with a penalty of -2 in addition to any other penalties that do not incur size. If the armor ever receives more than 40 Cold damage in a round after including the Cold resistance then the wearer must make a Reflex save DC 10 +½ cold damage or be effectively stunned until the character succeeds on a strength check DC 25 without the circumstance bonus from the armor, he gets one chance at the strength check per round. He can also be removed of stunned if he receives just as much sonic damage or waits a whole minute. All spells that can affect objects made of metal affect the armor. Brilliant energy weapons and similar things that bypass nonliving matter just go normally through the construct but the wearer acts as if he had total concealment (50% miss chance) as they can’t really see where to aim well.

Essence of the true Shapechanger (Major artifact)
This potion when drunk gives the one who drank it a permanent effect of Shapechange that cannot be dispelled by any means. The user of this has the regular effect of a Shapechange effect but in addition gains +4 untyped bonus to all physical stats of a form he assumes including his own. In addition the character can increase or decrease the size of the current form he is in by a single size category including his own which in turn changes the ability scores accordingly. The drinker of this potion also gains immunity to critical hits and gains fast healing 5 permanently. The power to Shapechange is suppressed in an antimagic field and so is the fast healing but the rest of the powers are unaffected, a Mordenkainen’s disjunction spell of at least CL 20 suppresses all the powers for 1d4 hours. Someone powerful enough can get rid of the powers of the drinker and convert it back to potion form by performing a ritual that takes a Mordenkainen’s disjunction CL 25 followed by a wish or miracle spell CL 25 or through divine intervention.

Spell amplifier ruby (Minor artifact)
This ruby can be used as a Focus for any spell that does damage of any kind. When used it increases the damage of the spell by 20% with a maximum of no more than 100 extra damage if HP damage or 8 if ability damage. It can be used at any moment but it comes with a risk. You must make a Spellcraft check DC 25 +3x Spell level or have a 5% chance of having the spell affect only yourself instead and a 10% chance of it not going necessarily at the target but instead going to the nearest creature regardless of if it was the intended target or not, if it is an area spell then it instead of changing target on that 10%, it goes (1d10+2) x5ft in a random direction.

Emergency pill (Major artifact)
This item can be consumed as a move action. When consumed the user and user only gains the effect of the spells Transcend Mortality, Favor of the martyr, Mystic Shield, Starmantle, Sheltered Vitality, Elemental body earth, Bite of the werebear, Divine power and Sakkratar’s Triple strike which are treated for all purposes as CL 20 but cannot be dispelled, only disjoined by Mordenkainen’s Disjunction or suppressed by an Antimagic Field or similar effect. All the spells given by this pill last for only 1 minute regardless of the CL and the Transcend Mortality does not kill the user after it ends. If used in a time stop, the rounds of apparent time also count towards the one minute duration of this item.