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<blockquote data-quote="Orlax" data-source="post: 6770290" data-attributes="member: 6801305"><p>For my current game I've given one of the characters an intelligent artifact. It is a mostly nondescript dagger. It is the blade upon which his pact of the blade is sworn. It has a number of capabilities that he unlocks as he completes certain milestones (for instance the first time the character lost its save vs the intelligent item trying to take control he unlocked the rod of the pact keeper capability), gains levels, and performs Eldritch rituals.</p><p></p><p>The blade has a couple of downsides. First and foremost, if the blade is outside of ten feet the character is blind. Also it can mind control the wielder via the normal intelligent item rules, and now also targets other than the wielder (it has mystic levels from the UA article, though it rarely if ever uses it's abilities the blade is basically an NPC under my control and it has so few fs to give). It is mostly neutral, and cares only for hunting cunning enemies, most specifically at the moment it cares only for hunting aberrations. However the powers it has are pretty awesome:</p><p></p><p>-It is a +1 dagger</p><p>-It acts as a rod of the pact keeper +1 (this will grow later along side level)</p><p>-It gives the warlock extra spells known (gives pact spells as spells known)</p><p>-gives the character bracers of armor (with a few negative consequences that only make sense in context of the campaign we have going)</p><p>-Any time a kill is scored against an aberration (creature type will be expanding soon) the damage die of the weapon scales for the following hit. It starts as a single d6 weapon after a kill it goes to 2d6, if used again for a killing blow it goes to 3d6 and so on, but as soon as it is used for aa non killing blow or against something that isn't an aberration it drops back to being a 1d6 weapon.</p><p>-scoring a crit with the weapon triggers a roll on the sorcerer's wild surge table.</p><p>-the Blade has some ability to track aberrations much like a compass.</p><p></p><p>Next two unlocks:</p><p>After defeating the boss of this upcoming session they will have a night hag's gem (can't remember the hens name out of the one they need in order to use some of their powers) he will be able to use it in a dark Eldritch ritual which will make his blade's creature type dependent abilities work on fey, and will give him cure disease as a spell known.</p><p></p><p>After finally getting his third level of warlock (currently 3 fighter/2 warlock) he will be able to set the dagger as his pact weapon, and also be able to form any weapon still and have it count as this Blade thus removing the ten feet away blindness issue and also setting the base damage of the weapon to a d12 (making that scaling on a kill thing super fun) because he's actually a great weapon fighter.</p><p></p><p>The player knows this is the only magic item they will ever really get outside of potions. We discussed it going into the game.</p></blockquote><p></p>
[QUOTE="Orlax, post: 6770290, member: 6801305"] For my current game I've given one of the characters an intelligent artifact. It is a mostly nondescript dagger. It is the blade upon which his pact of the blade is sworn. It has a number of capabilities that he unlocks as he completes certain milestones (for instance the first time the character lost its save vs the intelligent item trying to take control he unlocked the rod of the pact keeper capability), gains levels, and performs Eldritch rituals. The blade has a couple of downsides. First and foremost, if the blade is outside of ten feet the character is blind. Also it can mind control the wielder via the normal intelligent item rules, and now also targets other than the wielder (it has mystic levels from the UA article, though it rarely if ever uses it's abilities the blade is basically an NPC under my control and it has so few fs to give). It is mostly neutral, and cares only for hunting cunning enemies, most specifically at the moment it cares only for hunting aberrations. However the powers it has are pretty awesome: -It is a +1 dagger -It acts as a rod of the pact keeper +1 (this will grow later along side level) -It gives the warlock extra spells known (gives pact spells as spells known) -gives the character bracers of armor (with a few negative consequences that only make sense in context of the campaign we have going) -Any time a kill is scored against an aberration (creature type will be expanding soon) the damage die of the weapon scales for the following hit. It starts as a single d6 weapon after a kill it goes to 2d6, if used again for a killing blow it goes to 3d6 and so on, but as soon as it is used for aa non killing blow or against something that isn't an aberration it drops back to being a 1d6 weapon. -scoring a crit with the weapon triggers a roll on the sorcerer's wild surge table. -the Blade has some ability to track aberrations much like a compass. Next two unlocks: After defeating the boss of this upcoming session they will have a night hag's gem (can't remember the hens name out of the one they need in order to use some of their powers) he will be able to use it in a dark Eldritch ritual which will make his blade's creature type dependent abilities work on fey, and will give him cure disease as a spell known. After finally getting his third level of warlock (currently 3 fighter/2 warlock) he will be able to set the dagger as his pact weapon, and also be able to form any weapon still and have it count as this Blade thus removing the ten feet away blindness issue and also setting the base damage of the weapon to a d12 (making that scaling on a kill thing super fun) because he's actually a great weapon fighter. The player knows this is the only magic item they will ever really get outside of potions. We discussed it going into the game. [/QUOTE]
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