2016-03-28, 11:50 AM (ISO 8601)
Re: [3.5/PF] GitP Regulars as Artifacts
*cracks knuckles* All right, one artifact for LoyalPaladin, comin' right up!
Forged in the fires of the multiverse's creation, a weapon of pure unadulterated holy power, this sword is the most powerful tool in the arsenal of the Upper Planes. Lost for millennia until found by the man (and eventually deity) known as Palladian, this sword's true power can only be wielded by one embodying the pure ideals of Law and Good. As such, beings of Evil fear the awesome might of this ancient artifact, and rightly so.
Heaven's Wrath takes the form of a +2 cold iron greatsword, and in the hands of a Paladin, it becomes a +5 holy cold iron greatsword, much like a Holy Avenger. Similar to a Holy Avenger, this sword also provides spell resistance of 5 + the Paladinís level to the wielder and anyone adjacent to her. It also enables the wielder to use Greater Dispel Magic (once per round as a standard action) at the class level of the Paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)
In addition, a Lawful Good Paladin may initiate a bonding ritual with this artifact, a process which takes one uninterrupted week, 100,000 GP worth of holy oils and other such materials, and 100 X the character's level worth of XP. Once this ritual is complete, the true power of the Heaven's Wrath is revealed. The sword is now a +5 keen holy surge divine wrath cold iron greatsword* while wielded by the Paladin, shedding light as a torch at all times (unless supressed by the Paladin as a free action each round) and gives the character new abilities in addition to the ones it previously granted.
The spell resistance improves to 10 + the Paladin's level, and it now allows the character to use Holy Aura, Holy Word, and Sunburst as spell-like abilities 3 times per day as standard actions. The Paladin's Aura of Good becomes so powerful that any Evil creature within 30 feet of them takes a -1 sacred penalty per two Paladin levels (minimum -2) on all d20 rolls, as well as any damage rolls. As a move action, the Paladin can summon wings of light as a supernatural ability that gives them a flight speed equal to twice their base land speed, with perfect maneuverability. As a standard action once per day, these wings can also give off a blinding light, causing any creature withing a 60-foot radius of the character to be permanently blinded unless they succeed on a Fortitude save (all save DCs are equal to 10+1/2 the character's HD+their Cha modifier, or 20 if the artifact isn't being wielded currently) or are purposefully excluded from this by the Paladin. The wings may be dismissed as a free action, and the Heaven's Wrath must be held by the Paladin to keep this effect active.
Once per month, the Paladin may channel the pure sacred power of the Upper Planes into a Divine Smite attempt against an Evil creature. The Paladin using this attack adds 1 1/2 X their Charisma modifier to the attack roll. Should the attack succeed, the creature struck must make a Fortitude save or be utterly destroyed, as if through a Disintegrate spell. Their soul is absorbed into one of the seven diamonds embedded into the hilt of the Heaven's Wrath, each of which can hold one soul at any given time. Even if the creature succeeds on their save, they still take 10d6 extra ponts of holy damage from the sheer divine force behind the blow. If the attack misses, the Paladin cannot make another attept at a Divine Smite for the rest of the day, but it is not considered expended for the month.
If an Evil creature's soul is absorbed through the Divine Smite ability, it remains within the diamond for a year, reflecting upon it's evil deeds and finding a spark of good within itself, as per the Sanctify the Wicked** spell. After one year's time, the diamond detaches from the sword and morphs into a body identical to the creature's original body. The creature is now Lawful Good and has the Sanctified** template in addition to whatever it was before. Replacing the diamonds on the sword costs 10,000 GP.
Finally, once per year, the Paladin may use Armageddon** as a spell-like ability, except they must still pay the Sacrifice cost.
Any Evil creature attempting to wield the Heaven's Wrath gains one negative level for each round they attempt to wield it. After 24 hours of possessing these negative levels, the creature must make a Fortitude save for each or lose one character level (or Hit Dice) for each failed removal. These negative levels can effect creatures immune to negative levels normally, but they don't risk permanent level loss from these. In addition, any creature with the [Evil] subtype that attempts to wield it must make a Fortitude save or be instantly destroyed, as if through a Disintegrate spell. A successful save negates this effect, though they are still subject to the negative levels.
*Weapon enhancements from the Magic Item Compendium
**Spells and template from the Book of Exalted Deeds
Last edited by Draconium; 2017-08-05 at 03:36 PM.