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Post by quazalpene on Feb 7, 2004 14:52:48 GMT -5
WIND SCAR
Inspired by Innu Yasha’s sword.
Artefact, ~279,475 gp
Considered a Falchion +5
Attack: +5
Damage: 2d4+5
Critical: 16-20/x3 (keen, enhanced multiplier)
Wind funnel: 3/day: 60 foot cone of wind, damage: 2d4+5 +charisma mod, Ref Save DC 15+ ½ wielders level for half damage. Also requires a strength check DC 10 + ½ wielder level or be thrown back 1d3x10 feet.
Demon Slayer: Demons (evil outsiders) that have less HD than the wielder struck in melee must make will save DC 15 + ½ wielder level or die. Demons with more Hit dice than the wielder that fail the save take an extra 2d4+5 damage.
Demon Wind: 1/day: As per wind funnel, but all demons (evil outsiders), that have less HD than the wielder must also make a Will save DC 10 + ½ wielders level or die instantly. Demons with more Hit dice than the wielder that fail the save take an extra 2d4+5 damage.
Restriction/Special:
When not drawn, or being held by those who make the save below, it looks like a poor quality 5 gp sword, only divination spells of 5 th level or higher can detect that is actually a powerful magical item.
Wielder’s must make a willpower save (based on alignment) at the beginning of each day or the Wind Scar does ½ damage and none of its special abilities work Lawful/Chaotic Good: DC 15, Neutral Good DC 20, Chaotic/Lawful Neutral: DC 25, Neutral Evil DC 30, Lawful/Chaotic Evil: DC 35.
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Post by quazalpene on Feb 7, 2004 14:58:08 GMT -5
Millennium Eye
(Artefact, ~125,450 gp)
From Yu Gi Oh, some nasty epic level items.
Magical Item, takes up helm slot.
Bonuses: Provides +4 sense motive, +4 bluff, +4 search and +4 spot at all times. User Gains dark vision 60 feet (or +30 to current).. User can be surprised, but is not subject to any special bonuses from the attack (i.e. immune to sneak attack damage).
Suffocating Darkness: 3/day: Covers a 30 x 30 x 30 foot area, lasts for 1 minute/2 character levels. Provides a 25% concealment bonus, targets suffer –2 to attacks, skills and saves, vision is reduced to ¼ normal (including normal dark vision), and can chose 3 targets (change targets once per round) in the radius that suffer 1 hit point of damage per round. The wielder is immune to this power (even from other millennium items).
Detect Thoughts: 3/day: Can detect thoughts as per a 20th level caster.
Soul Capture: 1/day: 1 target within 30 foot visual area. Will Save DC 20 + ½ wielder’s level. This is considered a 9th level spell for the purposes of SR. Effect: Subject that fails the save has soul captured and transferred to an item (value 1000 gp +) that is currently being touched by the wielder. This totally disables the body (falls to zero hit points but stabilized), and subject cannot return unless the wielder releases them or a wish or miracle spell is used. If the subject succeeds the save the daily charge is used up.
Special: Actually replaces the user eye, causes 1 permanent constitution and charisma damage when first received.
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Post by quazalpene on Feb 7, 2004 15:02:05 GMT -5
Millennium Ring
(Artefact, ~156,370 gp)
Magical necklace, but can be combined with one other necklace/amulet.
Bonuses: Provides +4 intimidate, +4 intuit direction, and +4 bluff at all times. Wielder gains ability to detect magic with 100 foot radius at will, and can pinpoint the location nearly instantly (taking 20 on search as full round action).
Suffocating Darkness: 3/day: Covers a 30 x 30 x 30 foot area, lasts for 1 minute/2 character levels. Provides a 25% concealment bonus, targets suffer –2 to attacks, skills and saves, vision is reduced to ¼ normal (including normal dark vision), and can chose 3 targets (change targets once per round) in the radius that suffer 1 hit point of damage per round. The wielder is immune to this power (even from other millennium items).
Summoning: The Wielder can summon and control up to 20 hit dice of Undead and/or Evil Outsiders per day. Individual creatures remain for 1 hour (or until destroyed). Summoning is a full round action.
Mental Bolt: 3/day: Hits 1 target within 30 foot visual range. Target must make Will save DC 15 + ½ wielders level or take 6d6 damage and suffer 1d6 temporary wisdom damage. Those who successfully save only take 3d6 damage and 1d3 temporary wisdom damage. This attack bypasses all SR and DR.
Restrictions: User must make a willpower save DC 20 each day or have alignment changed to lawful evil for the day.
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Post by quazalpene on Feb 7, 2004 15:05:46 GMT -5
Millennium Puzzle
(Artefact, ~198,470 gp)
Magic necklace, but counts for the body armour slot.
Bonuses: Provides +2 luck bonus to the following: AC, Attack, Saves (all), Skills (all), and damage (all, including spells, extraordinary powers, and items).
Suffocating Darkness: 3/day: Covers a 30 x 30 x 30 foot area, lasts for 1 minute/2 character levels. Provides a 25% concealment bonus, targets suffer –2 to attacks, skills and saves, vision is reduced to ¼ normal (including normal dark vision), and can chose 3 targets (change targets once per round) in the radius that suffer 1 hit point of damage per round. The wielder is immune to this power (even from other millennium items).
Alter Luck: 3/day: may reroll any dice roll, including critical failures.
Summoning: The Wielder can summon and control up to 10 hit dice of Good Outsiders per day. Individual creatures remain for 1 hour (or until destroyed). Summoning is a full round action.
Dismissal: The Wielder can dismiss and banish up to 10 hit dice of any outsider type (not native to the current plane) per day. Creatures (or their associated summoner) may make a will power DC 15 + ½ wielder’s level to resist. If the save is successful the creatures HD still are taken off the dismissals daily allotment.
Disruption: 1/day: The wielder can cause 5d12 damage to undead in a 60 foot cone, no save.
Intelligence: The item contains an intelligent spirit. The spirit is noble spirit dedicated to saving the material plane from evil invasion forces of all sorts, and will protect good characters without question. Battle is done with honour, and it follows a code of conduct not unlike a paladin.
Relative Level 14 Paladin, Alignment: Lawful Good, Int 18, Wis 16, Cha 16. Skills of note: Bluff +15, Diplomacy +18, Sense Motive +15, Intimidate +10, Ride +10, Gambling +20, Knowledge (arcane +15, history +15), Spell craft +15. Willpower +15. Healing Touch (28 hp per day), Smite evil 3/day (+14 damage)
The intelligence can communicate to the wielder via telepathy, and can override any of the items powers with and opposed will power check. The user can also willingly allow the spirit to take over his/her body as a free action (using the spirit’s mental abilities, and adding the spirits skill list to their own [replaces any current ranks or taking the better of the two]). TEXTTEXTTEXT
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Post by quazalpene on Feb 7, 2004 15:09:54 GMT -5
Millennium Rod
(Artefact, ~182,730) Magic Sceptre, counts as a magical weapon slot
Bonuses: Provides +4 to diplomacy, bluff, intimidate. Wielder Automatic gains the leadership feat (or as +2 levels if they already have it).
Melee Weapon: The rod can be used as a bladed mace +2 if necessary ( attack +2, damage 1d8+2, critical 20/x3, blunt or slashing damage).
Suffocating Darkness: 3/day: Covers a 30 x 30 x 30 foot area, lasts for 1 minute/2 character levels. Provides a 25% concealment bonus, targets suffer –2 to attacks, skills and saves, vision is reduced to ¼ normal (including normal dark vision), and can chose 3 targets (change targets once per round) in the radius that suffer 1 hit point of damage per round. The wielder is immune to this power (even from other millennium items).
Charm Person: 3/day, 1 hour per use, range 500 feet, visual range. Will DC 20 negates
Dominate Person: 1/day, 1d12 hours per use, range: 100 feet visual range for initial casting, unlimited range for control. Will DC 25 negates
Dominate Monster 1/day, 1d12 hours per use, range: 100 feet visual range for initial casting, unlimited range for control. Will DC 25 negates
Mental Bolt: 3/day: Hits 1 target within 30 foot visual range. Target must make Will save DC 15 + ½ wielders level or take 6d6 damage and suffer 1d6 temporary wisdom damage. Those who successfully save only take 3d6 damage and 1d3 temporary wisdom damage. This attack bypasses all SR and DR.
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