dwayne
Adventurer
These are Some Artifacts of my campain world enjoy.
Agathon's Fullplate of Adventures Fortune
Agathon Morrund commissioned this armor a very well known Scoundrel. The armor it's self was made by an Unknown mage in Saltwater. Tales are told of many powers that the armor has but none that wear it will give away its secrets.
Discription: Made of adamantine edged in gold this plate when looked at very close images of scales can be seen like those of a dragon. The helm has horns of ivory and a set of Smokey crystals covers the eyes a fanged mouth completes it.
Powers: +5 magical fullplate also provides compete immunity to all dragons breath weapons the wearer must expose the armor to it first. After that that type can not effect him ever again as long as he wears it. It also has heavy fortification, strength+4,Nimbleness, Darkvision 60ft.Total AC13 (+8armor,+5magical) Max. Dex. +3 Armor check -4 move (30)=20/(20)=15 lbs50
Draw Back: the dragons breath power Must never be told or the armor will teleport away.
Great Sword "Wedlock"
Description: Made of lead crystal handle wrapped in shark skin 5,000 gp Emerald a greenish glow as torch 30 ft. radius. When it strikes a creature a hallow laugh is herd up to 60 ft. The personality of the weapon is one of a overly possessive loose woman if you know what I am talking about.
Powers of Great Sword: +7 regenerates as troll 5 per round but also fire an acid cannot be regenerated. If wielder loses a limb or body part, the lost portion regrows in 3d6 minutes. The wielder can reattach the severed member instantly by holding it to the stump even the head. Also shoot +4 heavy crossbow like force bolts.
Drawback: if at any time the wielder misses he takes maximum damage on self that cannot be regenerated by sword. The swords name is Wedlock
Maul of Motsognir
Description/History: This maul belonged to a mighty gladiator who used the weapon to smash the heads of his enemy killing them instantly. The haft is of iron wood and the head is of adamantine covered in arcane dwarven runes of great power imparting vary powerful magic on all Those worthy to wielding it. A minotaur named Thanolis had a great dwarven smith create this maul for him. Unknown to Thanolis the smith put in one other thing that he did not want. Against a dwarven humanoid the maul dose only 1 point per attack no other damage is caused and if a critical is scored the wielder is stunned a number of rounds equal to normal damage dealt. The wielder of the weapon thinks everything is fine and will never suspect anything is wrong.
Powers: It's a huge maul+5 the weapon does 2d8, of impact increasing the threat range to 19-20 /x3, also on every successful hit, the target of the attack must succeed at Fortitude save (DC 19) or be knocked back 10 feet. (If the target can't move back 10 feet, it instead falls to the ground.) If the first save fails, the target must succeed at another Fortitude save (DC 19) or be stunned for 1 round. Once per. day Antimagic Aura, and Shatterfloor, at will Shockwave Strike 10 Th caster,( Antimagic Aura is Wielder only. The Shatterfloor and Shockwave Strike only when hitting the ground). Also on a successful critical hit the targets head, (if of same size or smaller other wise a vital spot is hit massive damage killing opponate), is obliterated totally destroyed (same as vorpal).
Antimagic Aura: Effects wielder only not his weapon for duration totaling 10 rounds. It makes the wielder impervious to most magical effects including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, but does not dispel it only suppresses it when in the effect and counts against the suppressed spell's duration.
Shatterfloor Range: 200ft. Area: 15-ft.-radius spread. Save: Will half (DC 16), Spell Resistance: yes
Creatures and objects in the area take 10d4 points of sonic damage, and can make a will saving throw for half damage. If the floor of the area is made of stone, wood, ice, or material any softer than those, the floor is pulverized to a depth of 6 inches, resulting in an area of soft dust, wood fragments, or loose crushed ice, as appropriate. Any creature moving across this surface is reduced to half speed.
Shockwave Strike Range: 75ft. Target: one creature, Saving Throw: Reflex partial (DC 14), Spell Resistance: yes. Upon striking the ground the force of the blow is transmitted through the ground to the target. Roll an attack as normal, except thet the blow cannot critical, deliver a coup de grace or transmit any special effects of the wielder's strike. In addition to taking damage, the target must make a reflex save or be knocked prone. Range is in a straight line only.
The Thorn Helm
This artifact was given to king Ulathor the ruler of unther at the time of the purging by the elves for his help against there kin. The true owner of the helm is unknown its even older than the elves. The only thing that is known is that who ever wears the helm gains the ability to see things that mortals can not, even brief glimpses into the future. The helm can not be taken away from who ever it was given to by any mortal means known. It must be given freely, without any thing spell or otherwise causing the possessor to do it against his true will. Nothing truly evil may ever wear or even touch the helm or be harmed as the spell at 30th level of ability.
Description of the helm
It’s a full-face helm that covers the eyes and upper bridge of the nose of the wearer, making him totally dependent on the magic of the helm to see. It’s made of thorn wood bark blackened by dragon fire. Inch long thorns cover the headpiece and the visor is smooth, covered in crimson glowing rune of power.
Powers of the helm
The helm adds a +8 deflection bonus to armor class of the wearer. The wearer can see through the visor as if it were glass he also gains blindsight (range 60 feet), and an additional +10 insight bonus to all search and spot checks. The helm protects the wearer from being blinded or effected by gaze attacks of any kind. 1/day true seeing (20 minutes duration), always active Foresight as the spell.
Agathon's Fullplate of Adventures Fortune
Agathon Morrund commissioned this armor a very well known Scoundrel. The armor it's self was made by an Unknown mage in Saltwater. Tales are told of many powers that the armor has but none that wear it will give away its secrets.
Discription: Made of adamantine edged in gold this plate when looked at very close images of scales can be seen like those of a dragon. The helm has horns of ivory and a set of Smokey crystals covers the eyes a fanged mouth completes it.
Powers: +5 magical fullplate also provides compete immunity to all dragons breath weapons the wearer must expose the armor to it first. After that that type can not effect him ever again as long as he wears it. It also has heavy fortification, strength+4,Nimbleness, Darkvision 60ft.Total AC13 (+8armor,+5magical) Max. Dex. +3 Armor check -4 move (30)=20/(20)=15 lbs50
Draw Back: the dragons breath power Must never be told or the armor will teleport away.
Great Sword "Wedlock"
Description: Made of lead crystal handle wrapped in shark skin 5,000 gp Emerald a greenish glow as torch 30 ft. radius. When it strikes a creature a hallow laugh is herd up to 60 ft. The personality of the weapon is one of a overly possessive loose woman if you know what I am talking about.
Powers of Great Sword: +7 regenerates as troll 5 per round but also fire an acid cannot be regenerated. If wielder loses a limb or body part, the lost portion regrows in 3d6 minutes. The wielder can reattach the severed member instantly by holding it to the stump even the head. Also shoot +4 heavy crossbow like force bolts.
Drawback: if at any time the wielder misses he takes maximum damage on self that cannot be regenerated by sword. The swords name is Wedlock
Maul of Motsognir
Description/History: This maul belonged to a mighty gladiator who used the weapon to smash the heads of his enemy killing them instantly. The haft is of iron wood and the head is of adamantine covered in arcane dwarven runes of great power imparting vary powerful magic on all Those worthy to wielding it. A minotaur named Thanolis had a great dwarven smith create this maul for him. Unknown to Thanolis the smith put in one other thing that he did not want. Against a dwarven humanoid the maul dose only 1 point per attack no other damage is caused and if a critical is scored the wielder is stunned a number of rounds equal to normal damage dealt. The wielder of the weapon thinks everything is fine and will never suspect anything is wrong.
Powers: It's a huge maul+5 the weapon does 2d8, of impact increasing the threat range to 19-20 /x3, also on every successful hit, the target of the attack must succeed at Fortitude save (DC 19) or be knocked back 10 feet. (If the target can't move back 10 feet, it instead falls to the ground.) If the first save fails, the target must succeed at another Fortitude save (DC 19) or be stunned for 1 round. Once per. day Antimagic Aura, and Shatterfloor, at will Shockwave Strike 10 Th caster,( Antimagic Aura is Wielder only. The Shatterfloor and Shockwave Strike only when hitting the ground). Also on a successful critical hit the targets head, (if of same size or smaller other wise a vital spot is hit massive damage killing opponate), is obliterated totally destroyed (same as vorpal).
Antimagic Aura: Effects wielder only not his weapon for duration totaling 10 rounds. It makes the wielder impervious to most magical effects including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, but does not dispel it only suppresses it when in the effect and counts against the suppressed spell's duration.
Shatterfloor Range: 200ft. Area: 15-ft.-radius spread. Save: Will half (DC 16), Spell Resistance: yes
Creatures and objects in the area take 10d4 points of sonic damage, and can make a will saving throw for half damage. If the floor of the area is made of stone, wood, ice, or material any softer than those, the floor is pulverized to a depth of 6 inches, resulting in an area of soft dust, wood fragments, or loose crushed ice, as appropriate. Any creature moving across this surface is reduced to half speed.
Shockwave Strike Range: 75ft. Target: one creature, Saving Throw: Reflex partial (DC 14), Spell Resistance: yes. Upon striking the ground the force of the blow is transmitted through the ground to the target. Roll an attack as normal, except thet the blow cannot critical, deliver a coup de grace or transmit any special effects of the wielder's strike. In addition to taking damage, the target must make a reflex save or be knocked prone. Range is in a straight line only.
The Thorn Helm
This artifact was given to king Ulathor the ruler of unther at the time of the purging by the elves for his help against there kin. The true owner of the helm is unknown its even older than the elves. The only thing that is known is that who ever wears the helm gains the ability to see things that mortals can not, even brief glimpses into the future. The helm can not be taken away from who ever it was given to by any mortal means known. It must be given freely, without any thing spell or otherwise causing the possessor to do it against his true will. Nothing truly evil may ever wear or even touch the helm or be harmed as the spell at 30th level of ability.
Description of the helm
It’s a full-face helm that covers the eyes and upper bridge of the nose of the wearer, making him totally dependent on the magic of the helm to see. It’s made of thorn wood bark blackened by dragon fire. Inch long thorns cover the headpiece and the visor is smooth, covered in crimson glowing rune of power.
Powers of the helm
The helm adds a +8 deflection bonus to armor class of the wearer. The wearer can see through the visor as if it were glass he also gains blindsight (range 60 feet), and an additional +10 insight bonus to all search and spot checks. The helm protects the wearer from being blinded or effected by gaze attacks of any kind. 1/day true seeing (20 minutes duration), always active Foresight as the spell.
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