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The Blade of the Attractor: +5 ghost touch keen mighty cleaving wounding longsword

zeo_evil

First Post
Okay, so here is what I am going for. As mentioned in the Planar Handbook, the Blade of the Attractor is a relic of the Xaositects. If you have the book, check it out. If anyone knows if it is mentioned in any other books, then let me know.
Now for the homebrew.
An artifact, the Blade of the Attractor, was animated by some evil power and given some measure of health (6 Hit Dice). After a time, it learned from the Xaositects that used it (Chaotician 5). What I am hoping for is that you folks might suggest some ideas for ways I can go from here to make this weapon something an entire legion of githyanki Xaositects would risk death to travel to Faerun to retreive and place in the hands of their champion in hopes he or she can defeat the Lich-Queen.

The Blade of the Attractor: +5 ghost touch keen mighty cleaving wounding longsword; AL CN; Int 10, Wis 19, Cha 20; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 45.
Lesser Powers: Deathwatch continually active, locate object 3/day, zone of truth 3/day.
Greater Powers: Arcane eye 1/day, clairvoyance 3/day, detect thoughts at will, detect undead at will, invisibility purge (30 ft. range) 3/day, locate creature 3/day, Item can detect opposing alignment at will, Item has a continuous detect scrying effect.
Special Purpose: Defeat/slay diametrically opposed alignment (any lawful).
Dedicated Power: Prying eyes.
Strong evocation and transmutation; CL 15th.

Some notes: I did not give it skills for the 6d10 Hit Dice because they are the result of the magic that animated it and not any natural progression of skills. Does that make any sense? I might entertain the idea that the 1st Chaotician level is the weapon's first level, but that might be a stretch. Also, the magic item's saving throws were better then the saves (2 + 1/2 caster level, plus Wisdom in the case of Will save) for the 6d10 Hit Dice, I used them instead of the construct's. I should give it feats for the CHaotician levels at least. Thinking 9th hit dice only, though. Unless the skills things holds true, then might give it feats too. Thoughts?

The Blade of the Attractor, +5 ghost touch keen mighty cleaving wounding longsword
Medium Construct Chaotician 5
Hit Dice: 6d10+70 plus 5d10 (108 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 Natural) touch 10, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: +5 ghost touch keen mighty cleaving wounding longsword +10 melee (1d8+6/17-20/x2)
Full Attack: +5 ghost touch keen mighty cleaving wounding longsword +10 melee (1d8+6/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Babble, chaotic contagion, destiny’s arbiter, dominance
Special Qualities: Anarchic grace 2/day, blindsense, clarity of confusion, construct traits, darkvision 120 ft., hardness 20, low-light vision, scofflaw, telepathy
Saves: Fort +10, Ref +13, Will +14
Abilities: Str 12, Dex 10, Con -, Int 10, Wis 19, Cha 20
Skills: Gather Information +10, Knowledge (the planes) +5, Search +5, Spot +9
Feats: -
Challenge Rating: 8
Alignment: Chaotic neutral

Anarchic Grace (Su): Twice per day as a free action, the Blade of the Attractor can tap into the randomness that underlies all reality to make his movements and posture unpredictable. This effect results in attackers having a 50% miss chance on all attacks. Even true seeing and similar effects can’t offset this ability. The effect lasts for 5 rounds.

Babble (Su): Once per day, the Blade of the Attractor can generate a 10 foot radius emanation that causes all sounds in the area to to turn into garbled, cacophonous, and unitelligible noise. Sounds that issue from, enter, or pass through the area are altered and made unrecognizable as a natural sound. Within this area, verbal communication is impossible. Spells with verbal components cannot be cast. Scrolls and other magic items that require a verbal component to be activated do not function. Spells and items that rely on sound do not function. Sonic damage has no effect.

Chaotic Contagion (Su): Five times per day, the Blade of the Attractor can attempt to infect a target with chaotic impulses that disrupt the target’s ability to defend against him. If the Blade of the Attractor makes a successful touch attack against the target, the targetcreature takes a –2 penalty to its Armor Class against attacks made by the Blade of the Attractor, a –2 penalty on saves made to resist spells or abilities of the Blade of the Attractor, and a –2 penalty on skill checks opposed by the Blade of the Attractor. A successful DC 20 Will save negates the effect and gives the target immunity to similar attacks by the Blade of the Attractor for 24 hours. The effect lasts for 5 hours.

Clarity of Confusion (Su): The Blade of the Attractor gains a +2 insight bonus on saves against spells with the lawful descriptor.

Construct Traits (Ex): The Blade of the Attractor is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He is immune to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. He cannot heal damage on its own, but often can be repaired by exposing it to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. He is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. He is immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). He is not at risk of death from massive damage. He is destroyed when reduced to 0 hit points or less. He cannot be raised or resurrected. He does not need to eat, sleep, or breathe.

Destiny’s Arbiter (Su): Once per day as a free action, the Blade of the Attractor can either reroll one roll he just made, or force another creature to reroll a result the Blade of the Attractor does not like. The Blade of the Attractor must use this ability immediately after the result of the roll is known. If he wants to force another creature to reroll a result, the Blade of the Attractor must be able to see the other creature, and it must be within 60 feet of the Blade of the Attractor. Wether rerolling his own roll or forcing another to reroll, the results of the second roll stand.

Scofflaw (Su): This ability functions much like a nondetection spell, except that it is useful for shielding the Blade of the Attractor only against divination effects cast by creatures of lawful alignment. Such creatures must succed on a DC 25 caster level check to successfully employ a divination against the Blade of the Attractor. This ability can be suppressed or resumed as a free action.
 
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