Baldwin Stonewood
06-30-2009, 07:01 AM
What is everyone's favorite intelligent item or relic that they have used either as a GM or a player?
I developed a heavy mace named: Fharn that a cleric found in my last campaign. He had so many funny arguments with his mace.
Fharn “the Redeemer of Life”: +2/+4 holy heavy mace (alchemical silver) with a large sapphire (navy blue) gem which resembles an eye (it feels like a light mace in weight and properties weight of 4 lbs); AL NG;
Int. 10, Wis. 16, Chr. 16; speech (common and celestrial), 60 ft darkvision and hearing (listen 6); 1d8+2, 2d8+4 undead; Ego score: 18
Lesser Powers: Bless 3/day all allies within 30 feet, cure moderate wounds wielder 3/day 2d8+3.
Greater Power: turn undead as +2 level, 2 extra turns per day, and deals normal damage against incorporeal (ghost strike)*
Special Purpose: defeat/slay undead.*
Personality: A loyal and trusted companion to blacksmith and high priest Jaxal Hammersmith, follower of Fharlanghn. Fharn was created out of divine inspiration that Jaxal received during his morning prayers. Legend has it that Jaxal stayed awake and fasted exactly 120 hours (5 days) completing the famed weapon in the City of Crimmor. Upon completion, Fharn and Jaxal began a long campaign traveling the world ridding it of the undead. Jaxal perished in the Valley of the Obelisks during the war against Mu Tah Laa and his demonic hordes. Since the war, it was rumored that Fharn was wielded by several lesser men until it vanished some 800 years ago. Fharn is in search of a new companion who will seek out and commit himself to battle the undead and further goodness. Fharn will be loyal, brave and offer occasional advice to someone upholding its mission to destroy the undead and further goodness.
Fharn always seeks to confront the undead. If the person turns away to flee or avoid the undead an immediate DC18 Will save is necessary. Failure of the DC 18 results in the wielder going back to confront the undead, with or without his party members. Unless there was little, if any, chance for success. A successful DC 18 will result in Fharn withholding healing the next time it is needed. Fharn will hold the grudge, if necessary.
*Relic - If wielded by a cleric of NG, LG alignment the Greater Power and special purpose is revealed. That cleric will also lose a 3rd level spell in exchange for the powers. If the cleric chooses not to volunteer to lose the spell slot then a Will Save of DC 18 (ego) needs to be made.
You will feel an urge to disregard all other magic weapons. DC 18 to resist the urge, weekly.
Strong/approaching overwhelming: Divination/evocation (undead); strong conjuration (healing) strong enchantment (compulsion/bless), CL 18 craft magic and armor; miracle; cost 79205 GP
15 plus 9 spell level= 24 spell check on divination [yellow bordering on white aura]
15 plus 1 spell level = 16 bless [yellow]
15 plus 2 spell level = 17 cure moderate [yellow]
One other thing, I forgot to mention is that once the pc reached 10th level or above, the damage went from 1d8 +2 to 1d8 plus character level or 2d8 +4 to 2d8 + character level when combating undead.
I developed a heavy mace named: Fharn that a cleric found in my last campaign. He had so many funny arguments with his mace.
Fharn “the Redeemer of Life”: +2/+4 holy heavy mace (alchemical silver) with a large sapphire (navy blue) gem which resembles an eye (it feels like a light mace in weight and properties weight of 4 lbs); AL NG;
Int. 10, Wis. 16, Chr. 16; speech (common and celestrial), 60 ft darkvision and hearing (listen 6); 1d8+2, 2d8+4 undead; Ego score: 18
Lesser Powers: Bless 3/day all allies within 30 feet, cure moderate wounds wielder 3/day 2d8+3.
Greater Power: turn undead as +2 level, 2 extra turns per day, and deals normal damage against incorporeal (ghost strike)*
Special Purpose: defeat/slay undead.*
Personality: A loyal and trusted companion to blacksmith and high priest Jaxal Hammersmith, follower of Fharlanghn. Fharn was created out of divine inspiration that Jaxal received during his morning prayers. Legend has it that Jaxal stayed awake and fasted exactly 120 hours (5 days) completing the famed weapon in the City of Crimmor. Upon completion, Fharn and Jaxal began a long campaign traveling the world ridding it of the undead. Jaxal perished in the Valley of the Obelisks during the war against Mu Tah Laa and his demonic hordes. Since the war, it was rumored that Fharn was wielded by several lesser men until it vanished some 800 years ago. Fharn is in search of a new companion who will seek out and commit himself to battle the undead and further goodness. Fharn will be loyal, brave and offer occasional advice to someone upholding its mission to destroy the undead and further goodness.
Fharn always seeks to confront the undead. If the person turns away to flee or avoid the undead an immediate DC18 Will save is necessary. Failure of the DC 18 results in the wielder going back to confront the undead, with or without his party members. Unless there was little, if any, chance for success. A successful DC 18 will result in Fharn withholding healing the next time it is needed. Fharn will hold the grudge, if necessary.
*Relic - If wielded by a cleric of NG, LG alignment the Greater Power and special purpose is revealed. That cleric will also lose a 3rd level spell in exchange for the powers. If the cleric chooses not to volunteer to lose the spell slot then a Will Save of DC 18 (ego) needs to be made.
You will feel an urge to disregard all other magic weapons. DC 18 to resist the urge, weekly.
Strong/approaching overwhelming: Divination/evocation (undead); strong conjuration (healing) strong enchantment (compulsion/bless), CL 18 craft magic and armor; miracle; cost 79205 GP
15 plus 9 spell level= 24 spell check on divination [yellow bordering on white aura]
15 plus 1 spell level = 16 bless [yellow]
15 plus 2 spell level = 17 cure moderate [yellow]
One other thing, I forgot to mention is that once the pc reached 10th level or above, the damage went from 1d8 +2 to 1d8 plus character level or 2d8 +4 to 2d8 + character level when combating undead.