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Thread: Arch's Artifacts

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    Default Arch's Artifacts

    Here's a few artifacts and items of note from my collection.

    Chain of Pestillence: Minor Artifact
    +1 Plagued Chain Whip, Slashing, Medium Sized, 1.5lbs

    The Chain of Pestillence is a grotesque metal linked whip, originally crafted as a malignant torture utensil by Drow Priestesses. Through decades of slashing the flesh of prisoners, the Chain has developed a plagueing disease that it bestows upon its victims.

    Artifact Properties:

    Plagued - Anyone attacked by the Chain of Pestillence must make a DC 25 Fortitude Save or contract the Chain's plague. The plague causes 1d4+1 points constitution drain and sickens the victim. Sickened victims can only perform one standard or move equivalent action per round, and gives a -4 modifier to all attack or skill rolls. Any sickened creature who makes a successful claw or bite attack has a 50 percent chance to spread the plague. Any sickened creature who makes a successful unarmed attack or grapple attempt has a 25 percent chance to spread the plague. A Greater Restoration spell or potion will nullify these sickness effects.

    Moderate Necromancy; CL 12


    Bent Dagger of Pain: Major Artifact
    +4 Wounding Undead Bane Kris (Long Dagger), Piercing, Medium Sized, 2lb

    This dagger was forged in the fiery pits of the Abyss for only the most vile of assassins. Its chaotic power is tremendous, and few men survive more than a few blows from this blade.

    Artifact properties:

    Chaos Aura - Any lawful creature within 1 mile of the Dagger feels uneasy and suffers a -2 on all concentration checks. Paladins of 10th level or high can pinpoint the direction and distance of the dagger through this aura.

    Hideous Scarring - Any creature hit by the Dagger is horribly scarred. Scarred creatures suffer a -2 circumstance penalty to all Charisma based checks. Treatment of the scars requires a Restoration spell or 1 day of ointment therapy (Costing 500gp) and a Heal DC 23.

    Limb Sever - The weilder of the dagger can attempt to sever extremeties of any creature he is grappling. To sever a limb, the weilder must make a make a successful melee attack with an addtional penalty of -2 for arms, -4 for legs, or -10 for head beyond the -4 penalty from grappling. Severed limbs can be reattached by either a 3rd Level or greater Cure spell and a Heal DC 23 or a Regeneration spell.

    Assassin's Grace - The Dagger allows an Assassin to use his death attack 1 additional time per day.

    Strong Divination and Conjuration [Chaos]; CL18


    Wand of Fairness: Staff

    The Wand of Fairness was created by Malci Dermont to help him fight outsiders. He crafted numerous wands, but most were lost when bandits raided Malci's tower. Malci was slain, and his tower sacked dry. Players may find such a wand in a rare eminities shop or even in a wizard's tower. Most staves on the market have only 3d6 charges.

    Properties:
    Dispel Magic - 1 charge
    True Seeing - 2 charges
    Mordekainen's Disjunction (DC24) - 5 charges
    15' Radius Emanation Antimagic Field - 3 charges

    Strong Abjuration; CL17; Craft Staff; Dispel Magic, True Seeing, Mordekainen's Disjuction, Protection from Spells; Price: 200,000gp

  2. #2
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    Putrid Ring of Rotting: Magic Ring

    The Putrid Ring of Rotting is reputed to have been forged in the depths of the Baator as a temporary "gift" bestowed upon disposable covert agents of the Hells. When the ring eventually was stolen by agents of the Abyss, it was discarded onto Earth as an item of general amusement.

    Properties:

    Summon Baatezu - Once per day, the weilder can summon 1d4+1 imps or 1 bearded devil for 2 minutes

    Spell Storing - The Ring can store 3 spell levels. Recalling a spell is a standard action.

    "Glow in the Dark" - Due to being used by rigid Devils wanting to make sure jobs were done right, a contingency device was built in. If the ring is worn constantly for 3 weeks, the weilder is able to use Greater Scrying upon the next owner of the ring once per day as a Supernatural Ability. This ability functions as long as the next owner possesses the ring, and ceases to function once the ring has a third owner.

    Strong Divination; CL 13; Forge Ring; Summon Monster V, Imbue with Spell Ability, Greater Scrying; Price: 210,000


    Suicide Ring: Minor Artifact

    After seeing the success of Putrid Rings of Rotting, Asmodeus ordered a dozen better rings created. Devils scrambled to meet the orders of the Lord of the Ninth. Unfortunately, due to the hurried nature of creation by top Baatorian Priests, the Rings had a painful flaw which led them to be called Suicide Rings by those in the Know.

    Properties:

    Summon Baatezu - Once per day, the weilder can summon 1d4+1 Bearded Devils or 1 Barbed Devil for 3 minutes

    Spell Storing - The ring can store 5 levels of spells. Recalling a spell is a standard action.

    "Glow in the Dark" - Due to being used by rigid Devils wanting to make sure jobs were done right, a contingency device was built in. If the ring is worn constantly for 3 months, the weilder is able to use Greater Scrying upon all future owners of the ring once per day as a Supernatural Ability. The weilder automatically knows when the ring is in the possession of another subsequent owner, and must choose which owner to target his scry upon.

    Unseen Servant - At will, the weilder can summon an Unseen Servant for unlimited duration. See Blood Drinking.

    Blood Drinking - While worn, the ring drains 1hp per day from the weilders maximum hp at midnight. This is unbeknownst to the weilder unless Identify is cast upon the item and is accompanied by a DC 40 Knowledge Arcana Check. If the weilder dies from hp drain caused by the ring, his soul becomes trapped inside the ring and becomes the next Unseen Servant. Previous Servants souls are then catered off to Baator unwillingly to become Devils. Drained hp cannot be restored while the ring is within 1 mile of the owner, and not until 2d10 days since the owner last wore the ring. Drained hp is restored fully and only by Greater Restoration. A soul trapped in the ring can be freed by a Wish or Miracle spell.

    Strong Divination; CL 19

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