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View Full Version : Pathfinder Making an artifact weapon for an npc



keeper2161
2019-07-26, 03:21 AM
I am making a npc an artifact weapon and looking for feedback.

Sentinel of the Vermilion City.

Used by the great protector of the Vermilion City of Nekko. When the founder of Nekko saved a great dwarven king's people from starvation the founder was given one boon. The founder asked for a weapon capable of protecting his budding city. The dwarf king took it as a personal challenge. Unlocking his ancient family's vaults he gathered the greatest materials he could find and crafted a sword worthy of protecting the growing city. Year after year the founder, being a necromantic warrior, enchanted his sword for better protecting his city. For not only did it need to protect against evil necromancers and undead; it also needed to protect from crusading clerics and paladins who thought all necromancers, good or bad, deserved death. After the founder died defending his city his soul moved to inhabit the sword. The greatest necromancers of his city animated his body and awakened it. While having no memory of his former life, and with the help from original owner of the body, the awakened undead still protects the city. The ever watchful Sentinel of the Vermilion city.

Cosmic Stutter: When a creature is hit with this weapon they are magically hampered. For one minute anytime the creature uses Spells, Supernatural Abilities, Spell-Like Abilities, or class features that are magical must roll a DC 19 will save to use them. This does not affect any items on the creature nor any spells already in effect. This only affects magical abilities or spells that happen after the hit. If the attack is toward a item then the item must roll a will save or be magically useless for 1 min. Does not effect artifacts.

Greater Disruption: Any undead hit by this weapon must make a 19 will save or be destroyed.

Call of Protection: If the current King of Nekko, or leader, uses the summoning stone the Spirit of the Founder may choose to teleport the sword and the wielder to the stone. This works on any plane and any distance. The wielder cannot prevent this. The King of Nekko must speak his reason for summoning the Sentinel.

Smite the Unwavering: Gain an additional +3 to hit, +5 to damage, 2d6 of force damage versus any Good or Evil aligned creature or item. Any hit also goes through any DR of any Good or Evil aligned creatures. Any hit also goes through any hardness of any Good or Evil aligned item.

The Vermilion Army: The Spirit of the Founder may choose to raise the massive army of mindless undead that rests in and around Nekko. The army answers only to the Spirit of the Founder and not the wielder of the sword. The actual number of undead is not currently known as for the last 600 years the city has been burying any failed experiments, failed attempts at creating undead, and any person who dies in the city and doesn't want to be an awakened undead. Suffice to say it is one of the largest army of undead in existence. The Spirit of the Founder loathes to use this army as it is an extreme last resort. Only a handful of a handful knows of the existence of the army.

The Spirit of Nekko: The Spirit of the Founder has the ability to hear and see anyone who considers themselves a citizen of Nekko. The Spirit of the Founder can also see and hear whatever any citizen sees or hears. While this is similar to scrying the field of vision for this ability is as far as the subject can see or hear. If the subject has any special sights or hearing the Spirit also has the special sight or hearing while in the subject. While this ability gives the Spirit to see and hear what the citizens of Nekko are doing the Spirit is not influenced by the subjects interpretation of what they see and hear. Example: The Spirit listens in on a drunk in a bar. The drunk is talking to a barmaid. While the Spirit is trying to listen to the traitor several feet away talking to his cohorts. The Spirit essentially piggybacks off of the subjects eyes and hears. Just because the subject is drunk does not mean the Spirit will have beer goggles. The Spirit can take a eight hour long meditation where he sees and listen through every citizen of Nekko. The Spirit can comprehend all that he sees and hears during those eight hours. The Spirit can then relay what information he wants to the wielder. After the meditation the Spirit must rest for two days. In which all abilities of this sword are suppressed for those two days. The only ability that is active is the sword's indestructibility. During this two day period any spell that can detect magic will read this sword as nonmagical. While this ability is similar to scrying it acts more like a passive possession. Spells like detect or prevent scrying will not dectect or prevent this ability. Spells that detect or remove possession will detect and remove this ability. If a subject has a way to protect against possession then the Spirit cannot use this ability. The Spirit cannot read the minds of the citizens only hear and see what they hear and see. The wielder cannot activate this ability. Only the Spirit of the Found, who resides in the sword, can. This does not stop the Spirit from telling the wielder any information gained from this ability.

The only way for the Sentinel of the Vermilion City to be destroyed is if there are no more citizens of Nekko. If there is even one person who truly believes they are a citizen of Nekko the sword is indestructible. If the sword is ever destroyed it is never truly gone. For if the city of Nekko and what it stands for returns then Sentinel of the Vermilion City will be there to watch over it.

keeper2161
2019-08-03, 11:12 AM
*bump*....