Need feedback for artifact

Post/Author/DateTimePost
#1

Pennarin

Jan 28, 2005 13:50:07
Hello all!

I'm converting this artifact that's all about war and have been searching for abilities to give its wielder. Tougher than you'd think: the PHB and XPH's powers and spells are mostly self-centered or affect creatures within 30 feet, which ain't much for whole armies.

Right now I have a kind of fog that can hide the army on command, the ability to inspire bloodlust on allies within line of sight of the artifact bearer, and the following spell-like abilities:

1/day—enlarged and widened whirlwind (DC 22); 3/day—widened wall of force, widened wind wall.

I'm searching for more general abilities and spell-like abilities able to give an edge, or protect, an army under the control of the artifact bearer.
#2

seker

Jan 28, 2005 14:13:34
A couple of ideas right off the top of my head are:

inspires rage in followers within x ft radius

much wider radius bless effect (possibly combined with a bane effect for enemies in same radius)

Although to be honest if you could give me some background info on the artifact I would be able to help alot more..... how it was created and who created it has the most importance. (As this will show if it should have a more arcane, divine/elemental, or psionic focus.) As well as what they were creating it for. In war there are alot of factors..... some might make an item that protected their army, while others might make one that made the warriors fight on even at the cost of their own lives..... makes a huge difference on what the item would do. (A defiler or dragon made artifact would be a heck of alot different than a druid made one for instance..... same goes for a psionic artifact made by the order.)

I would be happy to give you ideas either on the thread or via private messages through wizards.com if you are trying to keep the history secret.
#3

Pennarin

Jan 28, 2005 15:54:30
This is for the Silencer, in an unofficial capacity I might add.

Not knowing makes it less biased, that is still my opinion. But this is faster and simpler, so...
#4

Torack

Jan 28, 2005 16:05:37
Raising the Charisma of the wielder seems to be almost a given, as well as giving it access to the Leadership-feat?

You might also consider adding the Consecrate/Desecrate-dealio might be nice.

I'd consider going through the Clerical spell-list for some decent long-range spells.
#5

Pennarin

Jan 28, 2005 19:49:02
Good, good...anything else?

All those Silencer freaks* out there! Speak up! Nate!!



* I love Silencer freaks :D
#6

nytcrawlr

Jan 28, 2005 20:38:53
Good, good...anything else?

All those Silencer freaks* out there! Speak up! Nate!!



* I love Silencer freaks :D

Looking good so far man, better than what I would have accomplished.

Quell!

:D
#7

Pennarin

Jan 28, 2005 21:12:37
Quellings to the left, quellings to the right... :P
#8

Torack

Jan 29, 2005 3:13:35
Maybe a bonus vs. Sorcerer Kings?

Granted I haven't read up on the Silencer, so I might be waaaaay off.

A few Psionic abilities would be nice too. It's all fun and games to have a weapon that adds power to an Army, but someone will have to wield it too, as such it should also protect its wearer IMHO.

Demoralize(1st level power) sounds nice, as does (Mass)Missive(1st/2nd level powers), . Control Sound(2nd level power) to enhance a warriors zeal might be nice.

Something like Detect Thoughts could prove vital in battle.

I don't know, I'm just tossing out powers/spells at the moment. Anyhow, most Artifacts don't necesarry have a tonne of powers, its just that what they do, they do very, very well.
#9

Pennarin

Jan 30, 2005 5:48:04
Keep posting more ideas please!

The Silencer and Scorcher are looking good, better each passing day!
I'm adding more and more stuff.

In fact, the greatest problem I have about those write-ups is the streamlining: someone with flare for prose will need to go over it all in the end...

Next stop, the Scourge!

Oh yes, I forgot:
I'm still left with several big obscure zones, mainly...
- how to integrate the artifact possessions into the very core of the weapons and no longer as add-ons at the end
- what to do with the Scorcher and Silencer's red rune they have in common
- how to deal with the Scourge's sound-based ability
- and the biggest problematic of all: the Scourge's black goo (need I say more?)
#10

Torack

Jan 30, 2005 8:30:08
Well...in dealing with the incorporations of the powers, you could look towards the Illumians, from Races of Destiny...

Hear me out, okay? Sheesh.

Basically the illumians have floating glowing runes over their head, these runes provide the illumians with powers and combined their powers grow immensly.

As such, I can easily imagine that part of the power of the Scorcher comes from it's rune and possibly the remainder from its blade.

Since I do not know what you have currently, I will state that making all three blades sentient and intelligent is an almost must. Furthermore this could also mean that certain powers can be with-held at appropriate moments.

Anyhoo, back to the powers of the blades...

Silencer

Considering the Scorcher's all about fire and the Scourge all about damage, I figure you'd best make the Silencer all about noise or lack there-of. Truthfully I have no idea about the silencer's supposed abilities so, this is all new

Continual Powers:
+3 Enchantment
Protection from Alignment
Protection from the Elements(Sonic)
Thundering

Alignment Dependent/Invoked Powers
Inspire Courage/Competence - as Bard Ability

Suggested Powers
Sound Burst - as Clerical Spell
Silence - as Clerical Spell
Shatter - as Clerical Spell

Scorcher
Continual Powers:
+3 Enchantment
Protection from Alignment - For both the AC and Immunity vs. Mind Affecting Spells and Abilities)
Protection from the Elements(Fire) - Most Powerful I could find
Brilliant Energy(DMG p.223)
Flame(DMG p.223)

Alignment Dependent:
Lawful:
Vorpal - Ability from the DMG p.223

Neutral:
Wounding - DMG p.223

Chaotic:
Keen - DMG p.223

Suggested Abilities - Cast at 20th level:
Blur(While held)
Slay Living 1/week
True Seeing, Wall of Fire 1/day
Cure Serious Wounds 3/day
Protection from Alignment - See Continual Powers

Random Powers
Roll appropriate tables. Not sure you want to specify these, though.

The Scourge of Rkard
Continual Abilities
Size Large -To emphasize the wielders need to be 6'+ in order to wield it in 1 hand.
+4 Enchantment
Bane of Dragons(DMG p.223) - To emphasize the additional damage vs. Sorcerer Kings, though I suppose Humanoid(Dragonkind) could also work...
Ghost Touch(DMG p.223) - To allow it to hurt creatures from the Shadow World
Vorpal(DMG p.223)
Shatter - as the spell
Clairaudience - as the spell

If broken:
Black Ichor: Black Lotus Extract??? I don't know...

Invoked Powers
Inspire Courage/Competence - as Bard Ability or Magic Circle vs. Alignment - as spell

Suggested Powers - Cast at 25th level
Know Direction(Continual) - as Druid Spell
Detect Poison(Maybe Neutralize Poison) - as Clerical Spell
+2 vs. AC...Maybe exchange for Defending ability(DMG p.223)

Random Power
See comment in the Scorcher

Curse
Bane of Dwarfs
Some sort of Rage ability.

Bibliography: Psionic Artifacts of Athas, Dungeon Master's Guide v3.5
#11

zombiegleemax

Jan 30, 2005 14:50:58
I think the bonuses on these weapons are a little low (although if I remember right, they are the actual stats these weapons were given under 2nd ed, right?). Artifact weapons are capable of epic style bonuses.

I would suggest flicking through the epic book and assigning some of the weapon bonuses out of that. Remember that these weapons were the personal weapons of epic level characters (sorcerer-monarchs) given to them by Rajaat, simple +3 or +4 weapons are a little lame IMO. +9 keen vorpal Scourge is much more intimidating.

As for useful powers on a battlefield... that might depend on how you are running mass combat. If you have a set of rule mechanics (such as that found in Cry Havoc!), then the swords could give bonuses to units rather than a specific radius might work better. If battles are handled more by DM fiat, then maybe giving the swords more cinematic style powers works.

Another source of ideas is to look at powers of the Marshall base class from the minatures handbook. If I remember correctly, they put the base class somewhere on the WoTC website as a preview or something.

regards
the cute and fluffy DM
#12

Torack

Jan 30, 2005 15:03:01
Yuppers. It's what I based both the Scourge and Scorcher on.

Personally I don't really see any reason to go beyond what the AD&D books claim, but I can see the point of a +9 Keening sword being intimidating. :D
#13

Pennarin

Jan 30, 2005 15:33:57
The three swords are effectively über weapons, epic-range major artifacts.
If you put one in the hands of a competent 20th level fighter with some magic or psionic protections that give SR and PR and some high-end AC bonus, then that character can conceivably kill a SK.

As written in 2E, the swords were the 3E equivalent of costly normal magic weapons (minor artifacts at best) and non-epic.

Their base atk bonus is +10.
#14

Torack

Jan 31, 2005 1:44:28
So basically you want to improve the existing weapons?

As it is, currently the Scorcher could be considered anywhere between +6 and +10 depending on the users alignment. The Scourge would be +9. The Silencer would be the least of these at +5.

And that's without the spell-abilities they provide. IMHO wielding a +9 weapon is absolutely awesome.

Although I will admit to not having checked the Epic Level Handbook for Artifacts yet. I will get on that as soon as I am able.