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    Artifacts of the Ages:

    Legendary Weapons

    Requires the use of the Dungeons & Dragons

    , Third Edition Core Books, published by Wizards of the Coast, Inc.This product utilizes updated material from the v.3.5 revision.

    Also requires the use of one of the following: Swords of Our Fathers(PDF) or Staves of Ascendance(PDF) from The Game Mechanics,Artifacts of the Ages: Swords

    and Staves(print) orArtifacts of the Ages: Rings(print) from The Game Mechanics and Green Ronin Publishing, or Unearthed Arcanafrom Wizards of the Coast.

    The Game Mechanics, IncP.O. Box 1125, Renton WA 98057

    www.thegamemechanics.com

    d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20

    System License version 4.0. A copy of this License can be found at www.wizards.com/d20. DUNGEONS& DRAGONS, Dungeon Master, and Wizards of the Coast

    are registered trademarks of Wizards of the Coast, Inc., and are used with permission.

    Artifacts of the Ages: Legendary Weapons 2004 The Game Mechanics, Inc. All rights reserved.

    For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix.

    THE GAMEMECHANICSand The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.

    This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein

    is prohibited without the express written permission of The Game Mechanics, Inc.

    This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

    Made in the U.S.A.

    Introduction ................................................................2 How to Use This Book ..............................................2

    Improving Exotic Weapons .......................................2

    For the GM ................................................................2

    Chapter One: Variant Rules ...................................3

    General Rules ............................................................3 Battle Scions .............................................................3

    Spell Scions ...............................................................4

    Faith Scions ...............................................................4

    Swift Scions ..............................................................5

    Specific Weapon Conversions ...................................7

    Chapter Two: The Weapons..................................8 Aquine DespoilerDarrin Drader ............................8

    BrabosMarc Schmalz ............................................9

    Criremar, The HeraldBrian Cortijo ....................11

    Dawnbringer, the Blade of Light

    Owen K.C. Stephens ..........................................13

    Gamaliel, Keeper of the White Sword

    Mat Smith ...........................................................16

    Gerechtigkeitaxt, the Justice Axe

    Gary Astleford ....................................................18

    GodthumpJennifer Clarke Wilkes .......................21

    GorgonheartSean K. Reynolds ...........................23 GrimmknppelRich Redman ...............................26

    Shademaker, the Scabbardless Blade

    Mat Smith ...........................................................28

    Silenceand Whisper, The Assassins Tools

    Eric Cagle ...........................................................31

    Silver LibraryRich Redman ................................33

    StalwartEric Cagle ..............................................35

    StarShardAndy Collins .......................................38

    VagnarRodney Thompson ...................................39

    Yumruk, the Giants FistJD Wiker .......................41

    Appendix: Open Game License .........................43

    Contents

    Development: JD WikerEditing:Marc Schmalz

    Creative Direction:Marc Schmalz

    Proofreading:Vincent Szopa

    Art Direction:Stan!Layout and Typesetting:Marc Schmalz

    Front Cover Design:Jefferson Dunlap

    Cover Artist:Clarence Harrison

    Interior Artist:Jacob Elijah Walker

    Designers:Gary Astleford, Eric Cagle, Jennifer Clarke Wilkes, Andy Collins, Brian Cortijo, Darrin Drader, Rich Redman,

    Sean K. Reynolds, Marc Schmalz, Mat Smith, Owen K.C. Stephens, Rodney Thompson, & JD Wiker

    http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/
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    Welcome toArtifacts of the Ages: LegendaryWeaponsa sourcebook for magic weapons infantasy d20 System games.

    For most d20 System characters, weapons aretheir most valued and important possessions. Yetmany heroes cycle through magic weapons on aregular basis, selling off a trusted blade becausea new, more powerful weapon was found in thepossession of a vanquished foe. While this tradingup activity is common in fantasy roleplayinggames, fans will seldom find it in fantasy literature,where a heros weapon is an extension of his orher own personality. Tossing aside such a weaponwould be akin to losing a limb! Legendary weapons give player characters a

    reason to hang on to magic items. The legendaryweapons found in this book grow in power as awielder dedicates herselfto mastery of the weapon.A GM can give a familyheirloom to a player at alow level, and the weaponwill mete out its powers

    bit by bit over time, sothat the GM neednt worry

    about puing too powerful a weapon into thehands of a low-level character.

    How to Use This BookThe weapons in this book are designed for usewith the rules featured in Swords of Our Fathersand Staves of Ascendance, PDFs from The GameMechanics available on RPGNow.com. Theserules were also compiled inArtifacts of the Ages:Swords and Staves(from The Game Mechanics andGreen Ronin Publishing) and Unearthed Arcana(from Wizards of the Coast). Any of these sourcesshould give one the base one needs to introducelegendary weapons into a campaign, includingfull details of the prestige classes required to

    unlock the powers of legendary weapons. Chapter Two details 17 legendary weaponsthat grow in power as their scions grow in level.Chapters are divided by scion type (bale, faith,spell, and swi), and each weapon includes a richhistory, requirements for becoming its scion, a plothook that a GM may use to introduce the weapon,and full details of its ever-growing powers.These weapons are wrien by some of the finestdesigners and developers working on the d20System today, as well as some new and growingtalent weve found at The Game Mechanics.

    We greatly appreciate their participation in thisproject! Chapter Five includes new optional rulesfor use with legendary weapons, including further

    specialization of the prestige classes to match d20System base classes.

    Improving Exotic WeaponsOne may find more exotic legendary weapons inthese pages than one may initially expect. Withoutlegendary weapon rules, there can be a high,hidden cost to exotic weapons. By definition, theyare more rare as loot, so people who take featsfor exotic weapons have a much smaller chanceof finding an upgrade in a monsters horde thansomeone who specializes in a more common

    martial weapon. Such a character may have to buyupgrades, or may decide that very nice magicalmartial weapon is beer, leaving the exotic weaponfeats unused.

    With legendary weapon rules, the conditionshave changed. A character is no longer takingfeats to support a type of exotic weapon, but aspecific weapon that will grow in power as thecharacter advances. The risk of taking exoticweapon feats is greatly minimized because thecharacter will probably dedicate the rest of heradventuring career to mastering that singleweapon. A legendary weapon is a treasure for

    life, and a character who chooses to dedicateherself to advancing a legendary weapon willcertainly be willing to spend the exotic weaponfeats on it as well.

    For the GMArtifacts of the Ages: Legendary Weapons makes useof prestige classes in the truest sense: taking one ofthese classes and dedicating oneself to a legendaryweapon makes a character someone special in thegrand scheme of things. Consequently, the GMmust be prepared to utilize these weapons in his

    campaign. If hes not prepared to do so, then heshould make it clear to his players that these items,and thus these prestige classes, arent available.

    On the other hand, if a GM is willing to takethis plunge, the characters can wield legendaryweapons that more or less automatically scale tothe level of the characters powerrunning thegamut from minor magic item to minor artifact.The very existence of these items can be usedto make the campaign world that much more amagical place, full of adventure and mysterywhich is what heroic fantasy is ultimately all about.

    Introduction

    Web Enhancement

    Additional material for use withArtifacts

    of the Ages: Legendary Weaponsand

    any discovered errata can be found at

    The Game Mechanics website(www.thegamemechanics.com).

    http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/http://www.thegamemechanics.com/
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    The magic items described in this series of books

    build on reducing the basic character classes offantasy d20 to four: bale scions, spell scions, faithscions, and swi scions. While those are usefulgeneral categories, they put a tremendous burdenon the magic items themselves. Items designed for

    barbarians must advance barbarian rage as well asprovide their own unique abilities, items designedfor fighters need to grant additional feats, and so on. This variant proposes variant scion classes foruse in your game and suggests example alterationsto existing items when using this variant.

    General RulesWhen a character takes his or her first level in ascion class, he or she must choose a path to follow.For example, a bale scion must choose barbarian,fighter, paladin, or ranger (your game may haveadditional or different basic classes). The characterdoes not choose again, so the path is fixed at the

    beginning of his or her career as a scion.

    Battle ScionsThe table below shows the variant bale scion paths.If you use this variant, the table below replaces thestandard bale scion advancement table.

    Hit Die:All bale scions use d10 for Hit Dice.

    RequirementsThere are no changes in the rules for requirements.

    Class SkillsBale scions use the skill points and class skilllist of their chosen path. For example, a fighter

    that pursues a career as a

    ranger bale scion uses therangers skill points andclass skill list.

    Class FeaturesThe following are classfeatures of the bale scionprestige classes. Like thestandard scion prestigeclasses, these abilities areretained with or without alegendary item. Each such

    item provides a unique setof additional special abilities, which are detailedin their descriptions in Chapter 2. These abilitiesaccrue in addition to those in this table, but arefunctions of the item and are lost if the legendaryitem that granted them is lost.

    Rage (Ex):Barbarian bale scions gainadditional uses of their rage class ability as notedon the table. If the character became a barbarian

    bale scion before gaining the rage class ability, thisdoes not grant it. However, when such a barbarian

    bale scion reaches first level as a barbarian, heimmediately gains all the uses per day granted by

    this ability.Bonus Feat:Fighter bale scions gain bonus

    feats as indicated on the table. These bonus featsmust be chosen feats noted as fighter bonus featson Table 5-1: Feats in the PHB v3.5.

    Undead (Su):A paladin bale scions effectivecleric level when turning undead increases as notedon the table. If the paladin became a bale scion

    Chapter One: Variant Rules

    Behind the Scenes

    These variants have two, complimentarypurposes. The first is to provide more

    variety among the different scionclasses. A barbarian battle scion will

    become quite different from paladin

    battle scion, for example.

    The second is to give characters more

    of the signature abilities of their basicclasses. Doing so relieves the legendary

    items of having to duplicate those

    abilities. This variant does not provide all

    the class abilities, nor does it advance the

    abilities it does provide as rapidly as thebase class does. This is intentional.

    Class

    Level

    Base

    Attack Bonus

    Fort

    Save

    Ref

    Save

    Will

    Save Barbarian Fighter Paladin Ranger

    1st +0 +2 +0 +0 +1/day rage Bonus feat +1 undead +1 Ref save2nd +1 +3 +0 +0 +1 animal

    3rd +1 +3 +1 +1 Bonus feat Smite evil +1/day

    4th +2 +4 +1 +1 +1 DR +1 animal

    5th +2 +4 +1 +1 +1/day rage +1 Ref save

    6th +3 +5 +2 +2 Bonus feat +1 undead +1 animal

    7th +3 +5 +2 +2 Enhance rage Enhancecombat style

    8th +4 +6 +2 +2 +1 DR Smite evil +1/day +1 animal

    9th +4 +6 +3 +3 +1/day rage Bonus feat +1 Ref save

    10th +5 +7 +3 +3 +1 animal

    Table 11: Battle Scion Variants

    By Rich Redman

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    Chapter One: Variant Rules4

    before gaining the ability to turn undead, this doesnot grant it. However, when such a bale sciongains the ability to turn undead through cleric orpaladin levels, he immediate gains all the effectivelevels granted by this ability.

    Reflex Saves:Unlike the other three base classesthat shape this variant of the bale scion, the ranger

    has two good saving throw bonuses: Fortitudeand Reflex. This class ability improves the rangersReflex saving throw as noted in the table above.

    Animal (Ex):Add the indicated bonus to thebale scions ranger levels when determiningadjustments for his animal companion. For example,a 6th-level rangers animal companion has the sameadjustments as that of a 3rd-level druid. The animalcompanion of a 4th-level ranger/2nd-level ranger

    bale scion has the same adjustments as that of a2nd-level druid, because his effective ranger levelis 5th when determining adjustments to his animal

    companions scores and abilities. If a ranger bale scion does not have the animalcompanion class ability, this does not grant it.However, when such a ranger bale scion gains theanimal companion class ability through druid orranger levels, he immediately gains all the effectivelevels granted by this ability.

    Smite Evil (Su):A paladin bale scion gainsadditional uses of her ability to smite evil as notedon the table. If a bale scion does not have theability to smite evil, this does not grant it. However,when such a bale scion gains the ability to smiteevil through paladin levels, he immediately gains all

    the uses granted by this ability.Damage Reduction (Ex):A barbarian bale

    scions damage reduction improves as indicatedon the table. If the bale scion does not yet havedamage reduction, he gains it now at 1/. If the

    bale scion gains additional damage reductionthrough barbarian levels, the bonuses stack. A 10th-level barbarian/4th-level bale scion has damagereduction of 3/.

    Enhance Rage (Ex):If the barbarian bale scionhas the rage class ability, this ability grants him theGreater Rage class ability. If he has the Greater Rage

    class ability, this ability grants him Tireless Rage.If he has the Tireless Rage class ability, this abilitygrants him Mighty Rage. See the barbarian classdescription in Chapter 3: Classes of the PHB v3.5forrules on the various rage abilities. If a character completes all ten levels of the

    bale scion class and then takes suffi cient levels ofbarbarian to gain an ability granted by this class asecond time, he gets no additional benefit.

    Enhance Combat Style (Ex):If the ranger balescion does not have the combat style class ability,this ability grants it to him. That means he mustchoose between archery or two-weapon combat

    now. If the ranger bale scion has the combat styleclass ability, this ability grants him the improvedcombat style class ability. If the ranger bale scionhas the improved combat style class ability, thisability grants him the combat style mastery classability. See the ranger class description in Chapter4: Classes of the PHB v3.5for rules on the various

    combat style abilities. If a character completes all ten levels of the

    bale scion class and then takes suffi cient levelsof ranger to gain an ability granted by this class asecond time, he gets no additional benefit.

    Spell ScionsIt is possible that a wizard will choose to pursue asorcerer spell scion career, or vice versa. The pathchosen is also the class to which additional casterlevels apply. For example, a wizard decides topursue his spell scion path as a sorcerer. He must

    add his spell scion levels to his sorcerer levelswhen determining spells per day and spell known.

    Class SkillsSpell scions use the skill points and class skill listof their chosen path. For example, a wizard thatpursues a career as a sorcerer spell scion uses thesorcerers skill points and class skill list.

    Faith ScionsThe table below shows the variant faith scion paths.If you use this variant, the table below replaces thestandard faith scion advancement table.

    Hit Die:All faith scions use d8 for Hit Dice.

    RequirementsThere are no changes in the rules for requirements.

    Class SkillsFaith scions use the skill points and class skill listof their chosen path. For example, a cleric thatpursues a career as a druid faith scion uses thedruids skill points and class skill list.

    Class Features

    The following are class features of the faithscion prestige classes. Like the standard scionprestige classes, these abilities are retainedwith or without a legendary item. Each suchitem provides a unique set of additional specialabilities, which are detailed in their descriptionsin Chapter Two. These abilities accrue in additionto those in this table, but are functions of the itemand are lost if the legendary item that grantedthem is lost.

    Undead (Su):A cleric faith scions effectivecleric level when turning undead increases asnoted on the table. If a faith scion does not yet

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    Chapter One: Variant Rules5

    (huge). If the druid faith scion has the wild shape(huge) class ability, this ability grants wild shape(elemental, 1/day). For example, a 5th-level druid/4th-level druid faith scion would already havethe wild shape class ability, so when he gained his5th-level as a faith scion he would gain wild shape(large). When he gained his 9th level as a faith scion

    he would be a 14th-level character and would gainwild shape (tiny), while a 14th-level druid wouldalready have wild shape (plant). See the druid class description in Chapter 4:Classes of the PHB v3.5for rules on the variouswild shape abilities. If a character completes all ten levels of thefaith scion class and then takes suffi cient levelsof druid to gain an ability granted by this class asecond time, he gets no additional benefit.

    Swift ScionsThe table below shows the variant swi scion paths.If you use this variant, the table below replaces thestandard swi scion advancement table.

    Hit Die:All swi scions use d6 for Hit Dice.

    RequirementsThere are no changes in the rules for requirements.

    Class SkillsSwi scions use the skill points and class skilllist of their chosen path. For example, a bard thatpursues a career as a rogue swi scion uses therogues skill points and class skill list.

    Class FeaturesThe following are class features of the swi scionprestige classes. Like the standard scion prestigeclasses, these abilities are retained with or withouta legendary item. Each such item provides aunique set of additional special abilities, whichare detailed in their descriptions in Chapter Two.

    have the ability to turn undead, this does notgrant it. However, when such a faith scion gainsthe ability to turn undead through cleric orpaladin levels, she immediately gains the effectivecleric levels granted by this ability.

    Wild Shape (Su):Druid faith scions gainadditional uses of their wild shape ability as noted

    on the table. If the character became a druid faithscion before gaining the wild shape ability, thisdoes not grant it. However, when such a druidfaith scion reaches fih level (see enhance wildshape ability, below), he immediately gains all theuses per day granted by this ability.

    Animal (Ex):Add a faith scions levels inthis class to any levels of druid or ranger whendetermining the abilities of the druid faith scionsanimal companion. If a faith scion does not havethe animal companion class ability, this does notgrant it. However, when such a faith scion gains

    the animal companion class ability through druidor ranger levels, she immediately gains all theeffective levels granted by this ability.

    Spells per Day/Spells Known:At each faithscion level, the character gains new spells perday (and spells known, if applicable) as if hehad also gained a level in the spellcasting classhe chose when he took his first level of faithscion. He gains other benefits a character of thatclass would have gained according to the othercolumns on the table.

    Enhance Wild Shape (Su):If the druid faithscion does not have the wild shape class ability, this

    ability grants it. If the druid faith scion has the wildshape class ability, this ability grants wild shape(large). If the druid faith scion has the wild shape(large) class ability, this ability grants wild shape(tiny). If the druid faith scion has the wild shape(tiny) class ability, this ability grants wild shape(plant). If the druid faith scion has the wild shape(plant) class ability, this ability grants wild shape

    Class

    Level

    Base

    Attack Bonus

    Fort

    Save

    Ref

    Save

    Will

    Save Cleric Druid

    Spells per Day/

    Spells Known

    1st +0 +2 +0 +2 +1 undead +1 wild shape, animal +1 level of existing class2nd +1 +3 +0 +3 +1 undead +1 level of existing class

    3rd +2 +3 +1 +3 +1 level of existing class

    4th +3 +4 +1 +4 +1 undead +1 wild shape +1 level of existing class

    5th +3 +4 +1 +4 Enhance wild shape +1 level of existing class

    6th +4 +5 +2 +5 +1 undead +1 wild shape +1 level of existing class

    7th +5 +5 +2 +5 +1 level of existing class

    8th +6 +6 +2 +6 +1 undead +1 wild shape +1 level of existing class

    9th +6 +6 +3 +6 Enhance wild shape +1 level of existing class

    10th +7 +7 +3 +7 +1 undead +1 wild shape +1 level of existing class

    Table 12: Faith Scion Variants

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    Chapter One: Variant Rules6

    These abilities accrue in addition to those in thistable, but are functions of the item and are lost ifthe legendary item that granted them is lost.

    Enhance Music:If the swi scion has the inspirecourageability, this ability grants her the use ofthe suggestionability. If the swi scion has thesuggestionability, this ability grants her the use of

    the inspire greatness ability. If the swi scion has theinspire greatness ability, this ability grants her thesong of freedom ability. If the swi scion has the songof freedom ability, this ability grants her the inspireheroics ability. If the swi scion has the inspire heroicsability, this ability grants her the mass suggestionability. See the bard class description in Chapter4: Classes of the PHB v3.5for rules on the various

    bardic music abilities. If a character does not yet have fascination,this ability does not grant it. If a character gains a

    benefit from this ability and then takes suffi cient

    levels of bard to gain an ability granted by thisclass a second time, she gets no additional benefit.Spells: At each swi scion level, the bard

    character gains new spells per day (and spellsknown, if applicable) as if she had also gaineda level as a bard. She gains other benefits a bardwould have gained according to the other abilitieslisted on the table.

    Will Saves:Unlike the other base classes thatshape this variant of the swi scion, the bard hastwo good saving throw bonuses: Reflex and Will.This class ability improves the bards Will savingthrow as noted in the table above.

    Flurry (Ex):The monk swi scions effectivemonk level increases at 1st level and every otherlevel aer that. Use her effective monk level onTable 3-10: The Monk in Chapter 3: Classes of thePHB v3.5to determine her flurry of blows aack

    bonus, her unarmed damage, and her monk ACbonus. If the swi scion does not yet have the

    flurry class ability, this does not grant it. However,when such a swi scion gains the flurry classability through monk levels, she also immediatelygains all effective levels from this ability.

    All Good Saves:Monks have good savingthrow bonuses for all three saving throws. Amonk swi scion uses her Reflex saving throw

    bonus from this table as her bonus for herFortitude and Will saving throws.

    Trap Sense (Ex):The rogues bonus on Reflexsaves made to avoid traps and dodge bonus toAC against aacks made by traps improves asindicated on this table. If the swi scion does notyet have the trap sense class ability, this does notgrant it. However, when such a swi scion gainsthe trap sense ability through rogue levels, sheimmediately gains all bonuses granted by thisability.

    Enhance Strike (Su):A monk swi scions ki

    strike periodically improves. If the monk swiscion does not have the ki strike class ability, thisability grants her ki strike (magic). If the monkswi scion has the ki strike (magic) class ability,this ability grants her ki strike (lawful). If the monkswi scion has the ki strike (lawful) class ability,this ability grants her ki strike (adamantine). If themonk swi scion has the ki strike (adamantine)class ability, this ability grants no additional

    benefits. See the monk class description in Chapter4: Classes of the PHB v3.5for rules on the various kistrike abilities. If a character completes all ten levels of the swi

    scion class and then takes suffi cient levels of monkto gain an ability granted by this class a secondtime, she gets no additional benefit.

    Sneak Aack:A rogue swi scion gainsadditional dice of sneak aack damage asindicated on the table. If the swi scion does notyet have the sneak aack class ability, this does

    Class

    Level

    Base

    Attack Bonus

    Fort

    Save

    Ref

    Save

    Will

    Save Bard Monk Rogue

    1st +0 +0 +2 +0 Enhance music, +1 spells,

    +1 Will save

    +1 flurry, all

    good saves

    +1 trap sense

    2nd +1 +0 +3 +0 +1 spells Enhance strike +1d6 sneak attack

    3rd +2 +1 +3 +1 +1 spells, +1 Will save +1 flurry

    4th +3 +1 +4 +1 +1 spells +1 trap sense

    5th +3 +1 +4 +1 Enhance music, +1 spells,+1 Will save

    +1 flurry Special ability

    6th +4 +2 +5 +2 +1 spells Enhance strike +1d6 sneak attack

    7th +5 +2 +5 +2 +1 spells, +1 Will save +1 flurry

    8th +6 +2 +6 +2 +1 spells +1 trap sense

    9th +6 +3 +6 +3 +1 spells, +1 Will save +1 flurry

    10th +7 +3 +7 +3 Enhance music, +1 spells Enhance strike +1d6 sneak attack

    Table 13: Swift Scion Variants

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    Chapter One: Variant Rules7

    not grant it. However, if such a swi scion gainsthe sneak aack class ability through rogue levels,she immediately gains the bonuses granted bythis ability. Special Ability:At 5th level, a rogue swiscion can choose one ability from the list in therogue class description in Chapter 4: Classes of

    the PHB v3.5.

    Specific Weapon ConversionsThe following table contains the recommendedvariant scion class for each legendary itempublished by The Game Mechanics.

    Artifacts of the Ages: Rings

    Legendary Item Most Common Career Path

    Bodhita Monk

    Broach of Bolan RangerCallowens Torc Barbarian

    Crown of Screams Wizard

    Diablatorio Cleric

    Dyjamant Fighter

    Eichenfols Druid or ranger

    Felindur Ranger

    Gaofar Bard

    Gursahat Wizard

    Karag-Joz Bard

    Meia WizardMunimentum Paladin

    Necraulonius Wizard

    Ottanar Rogue

    Pyahuso Rogue

    Romainu Valodus Paladin

    Sagazya Sorcerer

    Salwar Cleric

    Sati Fighter

    Sinnilas Fighter

    Skycrown Ranger

    Smarag Cleric

    St. Marthas Ring Cleric

    Ten Truths Ring Cleric or paladin

    Tigers Eyes Wizard

    Vlieyerda Sorcerer

    Zafir Monk

    Zehir Rogue

    Artifacts of the Ages: Legendary Weapons

    Legendary Item Most Common Career Path

    Aquine Despoiler Ranger

    Brabos Fighter or ranger

    Criremar Fighter

    Dawnbringer Paladin

    Gamaliel Fighter

    Gerechtigkeitaxt Fighter

    Godthump* Barbarian

    Gorgonheart Fighter

    Grimmknppel Barbarian

    Shademaker Rogue

    Silence Monk

    Silver Library Sorcerer

    Stalwart Fighter

    StarShard Cleric or paladin

    Vagnar RangerWhisper Monk

    Yumruk Barbarian or fighter

    Artifacts of the Ages: Swords and Staves

    Legendary Item Most Common Career Path

    Brise-Coeur Bard

    Coedwigwyr Druid

    Divine Star Cleric

    Draakhoorn Wizard

    tincelle Monk

    Hearthbrand RangerLa Sombra Wizard

    Lann Lorgaich Fighter

    Lumen Wizard

    Mothers Venom Bard

    Nyctophobos Rogue

    drgi Wizard

    Puissant Rod Wizard

    Rod of the Inquisitor Cleric

    Samadhi** Monk

    Skysong Ranger

    Staff of Doors Wizard

    Stormachtig Wizard

    Sure Ranger

    Swift Ranger

    Sword of Kings Paladin

    Vengedril Fighter

    Vorsehung Fighter

    *Remove the Evasion class ability. Instead the scion gains Tumble as a class skill.**Remove the AC bonus ability and the flurry of blows ability.

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    The secret of legendary weapons is in their power,but in their potentialjust as starting charactersare not yet renowned heroes, but so

    long as they persevere, they willbecome so. Therefore such weaponsare best thought of as minor artifacts,similar to the staff of the magi and thehammer of thunderbolts. As the DMGstates, these items are not necessarilyunique, but the means of their creationis either long forgoen or far beyondthe reach of mortals.

    Each legendary weapondescription in this chapterincludes not only details of the

    weapons type and abilities, but also therequirements a character must meet toenter the prestige class associated with it.Each weapon has different requirements for itsscion, and some are much easier to meet thanothers. Unless otherwise noted, all the specialabilities granted by a legendary weapon areavailable as long as the weapon is in the scionspossession.

    Aquine DespoilerDesigned by Darrin Drader

    A Threat from the DepthsDevastating sahuagin raids were terrorizingthe coastal city of Narannor. The incursions ofthe sea creatures frequently spilled out beyondthe dock quarters and into the streets. As morecivilians became the victims of these raids, theire of their surviving family and friends rose;the people did not believe that the citys wizardswere not doing enough to provide for theprotection of the common-folk. Facing the wrathof the populace, the wizards made the decisionto craAquine Despoilernot only to help defend

    the city streets, but also to help turn the tide andpush the sahuagin away from the city, and evento do bale with them where they laired. TheAquine Despoilerwas given to BenlorSwistrike, an accomplished rogue who servedas the leader of the local thieves guild, known asthe Shadow Lords. With a company of adventurersand tight coordination with the city guard, theaacks were slowly but surely met and rebuffed.Over time, the numbers of aacking sahuagin beganto thin, and the stalwart companions followed thefoul creatures back to the watery lairs and did balewith the sahuagin lich queen Heregrim. Upon her

    death, the sahuagin tribe disbanded and dissolvedinto numerous warring tribes.

    Check Required:Knowledge (history)

    DC 15 With the threat from the seaeliminated, theAquine Despoilerremained in possession of the ShadowLords, passed to each successive guildleader as he or she assumed control.Fiy years ago, Janmus Talater, anassassin employed by an up and comingguild called the Dragonnes, entered

    the guildhouse by stealth, slew thesiing leader, and absconded with

    Aquine Despoiler. This touched off a

    bloody guild war that lasted for five years. Aerdevastating losses on both sides, the remainingDragonnes were integrated with the ShadowLords. No one knows the fate of the assassin or the

    Aquine Despoiler, though the trident is believedto be in the possession of someone who has noclue as to its true power.

    Check Required:Knowledge (history) DC 25

    RequirementsTo wieldAquine Despoileras its swi scion, acharacter must fulfill the following criteria.

    Base Aack Bonus: +5.Skills: Survival 4 ranks, Move Silently 10 ranks.Feats: Weapon Focus (trident).

    RestrictionsIf an evil creature with the aquatic subtypegraspsAquine Despoiler, that creature suffersthe thundering effect as though it had just beencritically hit withAquine Despoiler.

    AttributesAquine Despoilerhas the following aributes.

    Hardness/Hit Points: 14/16.Value: To anyone other than its bale scion,Aquine Despoilerappears to be worth as much

    as a +2 tridentthat grants the breathless diveability described below (17,500 gp).

    Special AbilitiesAquine Despoilerprovides the following specialabilities to its wielder, depending upon thecharacters level in the swi scion prestige class (seeTable 21: Abilities Granted byAquine Despoiler).

    Initial Abilities:Anyone who wieldsAquineDespoiler, whether a bale scion or not, benefits from

    Chapter Two: The Weapons

    Aquine Despoiler

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    Chapter Two: The Weapons9

    the weapon as a +2 trident, and also gains the benefit

    of the breathless dive ability described below.Breathless Dive (Su):Any time she issubmerged in water, the wielder ofAquine Despoilermay breathe water freely for a number of minutesequal to twice the scions character level. This doesnot make the wielder unable to breathe air.

    Air Bubble (Su):The wielder may create aspherical bubble of air 15 feet in diameter centeredon the trident. The air in the bubble does not becomefoul unless a source of pollution is introduced tothe bubble by the wielder. When submerged inwater, the wielder hangs suspended in the centerof the bubble. Other creatures in the sphere are not

    suspended. If used on land, the target remains incontact with the ground, but external pollutantssuch as smoke or poisonous gasses do not foul theair within the bubble.

    Silence (Sp):Three times per day the wieldercan use this ability, which works the same as thesilencespell as cast by a 5th level sorcerer.

    Sonic (Su):Upon command theAquine Despoileris sheathed in sonic vibrations, allowing it dodeal an additional 1d8 points of sonic damageon a successful hit. The sound does not harmthe wielder, and the effect remains active until a

    second command is given.Freedom of Movement(Sp):Any time thewielder ofAquine Despoileris underwater, she mayactivate this ability, which functions as the spell ofthe same name. The effect remains active until asecond command is given.

    Greater Invisibility (Sp):Three times per daythe wielder ofAquine Despoilermay activate thisability, which functions the same as the spell of thesame name as cast by a 10th level sorcerer.

    Dire Form (Su):At 7th level, the scion gains theability to take dire shark form up to three times perday. This ability works the same as the druid wild

    shape ability, except that the wielder may onlyassume the form of a dire shark. When in this form

    Aquine Despoilermelds with the wielders form andall bite aacks gain a +4 enhancement bonus anddeal 1d8 points of sonic damage. At 9th level, theswi scion deals damage on critical hits as thoughthe dire sharks teeth are thundering.

    Thundering:This ability creates a cacophonousroar like thunder upon striking a successful criticalhit. The sonic energy does not harm the wielder.

    Aquine Despoilerdeals an extra 2d8 points of sonicdamage on a successful critical hit. Subjects dealta critical hit by a thundering weapon must make aDC 14 Fortitude save or be deafened permanently.

    BrabosDesigned by Marc Schmalz

    While the true origins of the longbow called

    Brabos(BRAH-bos) are lost in time, this hasntstopped bards from embellishing the history of thisremarkable weapon. A bow for the mightiest ofwarriors, Brabosis certainly a great prize regardlessof its forgoen true history.

    Brabos is a very rough-looking compositelongbow, appearingill-balanced and poorlycraed. Its knoed woodlooks like it was carvedwith a hand-axe ratherthan fine tools, and slivers

    protrude from it in manyplaces. The wood is dark,and the string is thick andirregular, made from somesort of sinew.

    A Bow of Uncertain OriginsThis much is known to

    be true: During the Baleof Eight Gods, Sem, godof strength, chose a mortal champion to lead hisfollowers in bale. Gathering the hopeful in a forest

    clearing, Sem touched a solitary oak and imbuedit with a mote of his own power. Whosoeverpulls this oak from the earth is my champion, heannounced. Most tried and failed, until a barbariannamed Hrogur ripped the Testing Oak from theground, splintering it in his embrace as he did so.

    Check Required:Knowledge (religion) DC 10. This much has been told in bardic legend: Asthe contestants from Sems challenge rallied behindHrogur and prepared for war, a companion of oneof the contestants quietly purloined a splinteredplank from the shaered Testing Oak. He craedBrabos from this very wood and fashioned the

    ScionLevel Ability Gained

    CasterLevel

    Breathless dive 5th

    1st Air bubble 6th

    2nd Silence 5th

    3rd Sonic 5th

    4th Enhancement bonus +3 9th

    5th Freedom of movement 7th

    6th Greater invisibility 7th

    7th Enhancement bonus +4 12th

    8th Dire form (shark) 3/day 7th

    9th Thundering 5th

    10th Enhancement bonus +5 15th

    Table 21: Abilities Granted byAquine Despoiler

    Adventure HookA large band of hobgoblins has begun

    raiding the villages in the dwarven

    kingdom once ruled by Dirrug the Red.Inspired by their early successes,

    the raiders have begun attacking

    small outposts and strongholds, with

    devastating effect. The guards report that

    even their strongest dwarven defendersare unable to hold their lines against the

    raiders, as the hobgoblin commander

    possesses a strange bow that pushes

    them around like so many leaves in a

    storm. Under the pressure of regularattacks, the dwarven lords cannot spare

    the soldiers to hunt the countryside for

    these raiders, so theyve begun to seek

    out a party who can remove this bow

    from their enemys arsenal.

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    Chapter Two: The Weapons10

    string from the sinew from a fallen demon. Thegod-touched wood was almost impossible to work,explaining the weapons unrefined appearance. The

    bow now called Brabos may truly be made fromthe Testing Oak, but its history is incomplete.

    Check Required:Knowledge (local) DC 15. During the Plague of Darkness, when

    darkness fell across the land like ashroud and the moon was nearlyalways full, legends mention a bowthat may have been Brabos. Its scionwas said to have defended a clanof mountain gnomes from wildarmies of lycanthropes, knockingthe shapeshiers from themountain, plunging them to theirdoom.

    Check Required:Knowledge(local) DC 15.

    Some bards like to tell a storyin which Brabos is present in thebales between King Snowdenand Duke Ravenhurst, onRavenhurst ill-fated side. Theyoung scion featured in thesesongs, a ranger named Fyrdow,put great faith in his own strengthand prowess even though heobviously had not mastered the

    bow. Tales of Fyrdow are filled withthe sort of bravado associated withmany of Sems followers. In true fashion,

    they also end in the untimely death of anunprepared and overconfident warrior.

    Check Required:Knowledge (local) DC 20.

    In more recent times, stories tellthat a scion of Brabosfought aclan of fire giants in the southernlands. Shocked by the power ofthe bow and unprepared to dealwith its effects on their numbers,

    the giant warriors fell into disarray

    and were uerly destroyed by anarmy of dwarves. The long, peacefulrule of Dirrug the Red was said tohave begun aer this overwhelmingvictory against their old foes, thoughDirrug himself was never Brabossscion. There has been no word ofBrabos since Dirrugs reign.

    Check Required:Knowledge(history) DC 15.

    Requirements

    To wield Brabos as its bale scion, acharacter must fulfill the followingrequirements:

    Base Aack Bonus: +8.Abilities:Str 17.Special:ArcherThe character

    must have either the Weapon Focus(composite longbow) feat or havelevels as a ranger with the archerycombat style.

    AttributesBrabos has the following aributes:

    Hardness/Hit Points: 10/60.Value: To anyone other than its bale

    scion, Brabos appears to be worth asmuch as a +1 composite longbow (+3Strength bonus) (2,700 gp).

    Special AbilitiesBrabosprovides the followingspecial abilities to its wielder,depending upon the characters

    level in the bale scion prestige class(see Table 22: Abilities Granted by Brabos).

    Initial Abilities:When first acquired, Brabosfunctions as a +1 composite longbow (+3 Strengthbonus). Unlike normal composite longbows, if thewielders Strength bonus is less than the strengthrating of Brabos(+3), the penalty on aacks with itis 6.

    Sems Breath I (Su):This ability requires afull aack action. If the aack is successful, thearrow does its standard damage, then you and thedefender make opposed Strength checks in a fashionsimilar to a bull rush maneuver. As the bale scionof Brabos, you use the Strength bonus of the bow(+3), and you receive a +1 competence bonus to the

    ScionLevel Ability Gained

    CasterLevel

    Enhancement bonus +1 3rd

    1st Sems breath I

    2nd Enhancement bonus +2 6th

    3rd Sems breath II

    Thundering 5th

    4th Sems repose I

    5th Enhancement bonus +3 9th

    Sems breath III

    6th Sems breath IV

    7th Distance 6th

    Sems breath V

    8th Sems repose II

    9th Sems breath VI

    10th Enhancement bonus +4 12th

    Sems breath VII

    Table 22: Abilities Granted by BrabosBrabos

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    Chapter Two: The Weapons11

    5th level. This makes it a +3 thundering compositelongbow (+3 Strength bonus).

    Sems Breath III (Su):As Sems breath I,except you are now considered Medium-sized forpurposes of the opposed check, and the maximumdistance is now 20 feet (4 squares).

    Sems Breath IV (Su):As Sems breath I, except

    you are now considered Large for purposes of theopposed check, and the maximum distance is now20 feet (4 squares).

    Distance:Braboshas a range increment of 220feet in the hands of its 7th-level scion.

    Sems Breath V (Su):As Sems breath I, exceptyou are now considered Large for purposes of theopposed check, and the maximum distance is now25 feet (5 squares).

    Sems Repose II (Su):As Sems repose I, exceptyou are now considered Medium-sized.

    Sems Breath VI (Su):As Sems breath I, except

    you are now considered Large for purposes of theopposed check, and the maximum distance is now30 feet (6 squares).

    Sems Breath VII (Su):As Sems breath I, exceptyou are now considered Huge for purposes of theopposed check, and the maximum distance is now30 feet (6 squares).

    Criremar, The HeraldDesigned by Brian Corto

    The dwarven urgrosh Criremaris one whose powerand importance to the dwarves of the lost outpost

    of Hgnar is matched only by the obscurity of itsown legend.

    The Search for HgnarSome six centuries ago, the growing clans of thedwarven city of Vorroth determined to carve outa selement distant enough that their expandingpopulation would not choke their meagerresources, nor draw orcs and goblins to theirmost secret tunnels. The thane of the Lossenarclan set out for Hgnar, a great undergroundcavern miles distant, bringing only twenty of his

    most loyal warriors, his herald included amongthem. On the passage to Hgnar, the Lossenardwarves encountered many diffi culties, havingto change their course several times so as not topermit the goblinkin that pursued them to tracetheir steps back to Vorroth. More than a year later,only three of the dwarves returned, the leader ofthe Lossenars limping sadly back into Vorroth.Hgnar could not be found, he reported.

    Check Required:Knowledge (history) DC 10 Although commanded by their thane, theherald of the clan, Perrin Stonewrath was thetrue leader of the Hgnar expedition, saving the

    roll for every level you have in the prestige class.The defender gets a +4 bonus if he has more thantwo legs or is otherwise exceptionally stable (suchas a dwarf). You each add a +4 bonus for each sizecategory you are larger than Medium or a 4 penaltyfor each size category you are smaller than Medium.As a 1st-level bale scion of Brabos, your aack is

    treated as though it was from a Small creature. If you beat the defenders check, you push him

    back 5 feet. For every full five points by which yourcheck result is greater than the defenders, youpush him back an additional five feet. As a 1st-level

    bale scion of Brabos, you may move your target atotal of 10 feet (2 squares). If you fail to beat the defenders Strength check,there is no effect.

    Enhancement Bonus +2:Braboss enhancementbonus increases to +2 when its bale scion reaches2nd level.

    Sems Breath II (Su):As Sems breath I, exceptyou are now considered Medium-sized forpurposes of the opposed check, and the maximumdistance is now 15 feet (3 squares).

    Thundering:Brabosgains thundering in thehands of its 3rd-level scion. Arrows fired fromBrabosnow create a cacophonous roar like thunderupon striking a successful critical hit. The sonicenergy does not harm the wielder. Arrows firedfrom Brabosdeal an extra 2d8 points of sonicdamage on a successful critical hit. Subjects dealt acritical hit must make a DC 14 Fortitude save or bedeafened permanently.

    Sems Repose I (Su):This ability requires a fullaack action, and may only be used on an opponentwho is one size category larger than you, the samesize, or smaller. If the aack is successful, the arrowdoes its standard damage, then you make a Strengthcheck against the targets opposed Strength orDexterity check (whichever ability score has thehigher modifier) in a fashion similar to an overrunmaneuver. As the bale scion of Brabos, you use theStrength bonus of the bow (+3), and you receive a+1 competence bonus to the roll for every level youhave in the prestige class. The defender gets a +4

    bonus if he has more than two legs or is otherwiseexceptionally stable (such as a dwarf). You each adda +4 bonus for each size category you are larger thanMedium or a 4 penalty for each size category youare smaller than Medium. As a 4th-level bale scionof Brabos, your aack is treated as though it wasfrom a Small creature. If you win, the target is knocked prone. Ifyou lose, there is no effect. Unlike a standardoverrun maneuver, the defender does not have theopportunity to avoid this aack.

    Enhancement Bonus +3:Braboss enhancementbonus increases to +3 when its bale scion reaches

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    Chapter Two: The Weapons12

    party more times than could be counted,forging defenses, organizing patrols, andensuring that supplies could be found. Hisceremonial spear, forged of adamantine,had the banner of the Lossenar dwarvestorn from it as the dwarves entered thegreat cavern of Hgnar. Crasmen used

    adamantine ore found there to convert itto an urgrosh. The symbol of the clan, anaxe cleaving a spear in two, was etchedinto the urgroshs axe blade.

    Check Required:Knowledge (history)DC 30 Perrin Stonewrath was a distantcousin of the royal house of Vorroth,and seventeenth-in-line to become thaneshould some catastrophe strike the city.Before his appointment as herald, and priorto joining the expedition to Hgnar, Perrin

    was renowned as a smith, a sniffer (a finderof metals, particularly weapon-quality irons)and an expert planner. He spoke with a clear,commanding voice, and his advice, thoughseldom given, was nearly always correct.Among the elders of the clan, Perrin was seenas a paragon of dwarven virtue, a throwback tothe days when the best among dwarves would

    be given the honor of striking out into theworld to found their own clans.

    Check Required:Knowledge (history) DC 20 When the remnants of the Lossenar partyreturned to Vorroth, they looked ragged, and

    their boots and travel gear had been wornthrough. Their weapons, however, had clearlyseen lile combat. The thanes axe was pristine,and was placed in a shrine of honor for nearlytwo-hundred fiy years. The warriors that

    ScionLevel Ability Gained

    CasterLevel

    Enhancement bonus +2/+2 6th

    1st Blessed 6th

    Foebane 8th

    Two-Weapon Fighting

    2nd Improved Two-Weapon Fighting -

    3rd Enhancement bonus +3/+3 9th

    4th Improved Critical -

    5th Silversheen 5th

    6th Greater Two-Weapon Fighting -

    7th Wounding 10th

    8th Thanes voice 12th

    9th Enhancement bonus +4/+4 12th

    10th Horde of the dwarfhold -

    Table 23: Abilities Granted by Criremar

    returned to Vorroth with their thanespoke of a great cavern filled with

    rich ore and the courage of theherald that stayed behind toensure their escape. Mysteriously,both died in their sleep that night,of wounds none could remember

    them re-entering the city with.Check Required:Knowledge

    (history) DC 20Nearly a year aer finding and

    fortifying Hgnar, Perrin Stonewrathand the dwarves of Lossenar were

    overrun by orcs and goblins. Although theyslew the creatures by the hundred, manyescaped, bringing their larger brethren tothe cavern. Commanding the few survivingdwarves to return home, Perrin Stonewrathsealed the cavern behind them, slaying goblin

    aer orc until they ceased to come. Thenstarved to death in the empty cavern, thuspermiing his companions to return to theirhome city. Orcs and goblins periodically overranthe cavern of Hgnar over the centuries, butthe rubble of the fortress constructed by PerrinStonewrath has been seemingly undisturbedsince that first dwarven party fled. The urgroshstill lies there, in the great cavern that no dwarfhas found for centuries.

    RequirementsTo wield Criremaras its bale scion, a character

    must fulfill the following criteria.Base Aack Bonus: +6.Race: Dwarf.Alignment: Lawful good, lawful neutral or

    neutral good.Feats: Martial Weapon Proficiency (dwarven

    urgrosh), Improved Sunder, Power Aack,Weapon Focus (dwarven urgrosh), WeaponSpecialization (dwarven urgrosh).

    AttributesCriremarhas the following aributes.

    Hardness/Hit Points: 28/80.Value: To anyone other than its bale scion,Criremar appears to be worth as much as a +2/+2adamantine dwarven urgrosh(11,650 gp).

    Special AbilitiesCriremarprovides the following special abilities toits wielder, depending upon the characters levelin the bale scion prestige class (see Table 23:Abilities Granted by Criremar).

    Initial Abilities: Anyone who wields Criremar,whether a bale scion or not, benefits from theweapon as a +2/+2 adamantine dwarven urgrosh.

    Criremar

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    Chapter Two: The Weapons13

    Blessed(Sp):Beginning at the bale scions 1stlevel, Criremarovercomes damage reduction as agood-aligned weapon and automatically confirmsany critical threats against evil foes, as thoughpermanently affected by a bless weapon spell.

    Foebane:Starting with the first level in the balescion class, the wielder of Criremargains the bane

    special weapon property against orcs, half-orcs andgoblinoids. Criremars enhancement bonus increases

    by +2 for both heads against such foes, and dealsan additional +2d6 points of damage against them.Thus, its total enhancement bonus is +4/+4 for a 1st-level bale scion wielder, +5/+5 for a 3rd-level balescion, and +6/+6 for a 9th-level bale scion.

    Two-Weapon Fighting:At 1st level, rather thangaining Weapon Specialization (a prerequisite forthe class), the scion gains Two-Weapon Fighting asa bonus feat, even if he does not meet the normalprerequisites for the feat.

    Improved Two-Weapon Fighting:At 2nd level,the bale scion of Criremar gains Improved Two-Weapon Fighting as a bonus feat, even if he doesnot meet the normal prerequisites for the feat.

    Enhancement Bonus:Criremars enhancementbonus increases to +3/+3 (+5/+5 against orcs, half-orcs and goblinoids) when the bale scion reaches3rd level and to +4/+4 (+6/+6 against orcs, half-orcsand goblinoids) when he reaches 9th level.

    Improved Critical:At 4th level, the scion gainsImproved Critical (dwarven urgrosh) as a bonusfeat.

    Silversheen (Su):Beginning at 5th level, as a

    standard action, the wielder of Criremarmay tapit against the ground, causing one or both of theheads to take on the properties of an alchemicalsilver weapon for 1 hour, just as if it had beencoated in silversheen. When this ability is active,the scion takes a 1 penalty on damage rolls withCriremar(with the usual minimum of 1 point ofdamage), but bypasses the damage reduction ofcreatures such as lycanthropes. The wielder maydismiss this effect as a free action.

    Greater Two-Weapon Fighting:At 6th level, thebale scion for Criremargains Greater Two-Weapon

    Fighting as a bonus feat, even if he does not meetthe normal prerequisites for the feat.Wounding:Beginning with the 7th scion level,

    Criremardeals 1 point of Constitution damagefrom blood loss when it hits a creature. A criticalhit does not multiply the Constitution damage.Creatures immune to critical hits (such as plants andconstructs) are immune to this Constitution damage.

    Thanes Voice (Su):The scion is treated asthough wearing a belt of dwarvenkindat all times,gaining a +4 competence bonus on Charismachecks and Charisma-based skill checks as theyrelate to dealing with dwarves, a +2 competence

    bonus on similar checks when dealing withgnomes and halflings. The scion does not suffer thenormal penalties to wearers of a belt of dwarvenkindwhen interacting with members of other races.

    Horde of the Dwarold:At 10th level, the scionhas gathered enough renown to add his own nameto the legend of Criremar. This reputation has spread

    among the scaered dwarven clans to the point thatwarriors seeking to elevate (or restore) the fallendwarven throne flock to the wielders banner. This ability is treated exactly as the Leadershipfeat, except that all of the characters followers andcohorts must be dwarves. If the bale scion alreadyhas the Leadership feat, he still benefits from thisability, and suffers no penalty to his leadershipscore for having two cohorts, or two separategroups of followers. His new dwarven followersand lieutenant may, however, encourage the scionof Criremarto slowly replace any non-dwarven

    followers he already has with dwarves dedicated tothe finding of Hgnar.

    Dawnbringer, the Blade of LightDesigned by Owen K.C. Stephens

    Though forged for a god, this blade of heroes hasfound its way only into mortal hands. While itcarries no curse, many of its owners have carriedit to their doom, for it aracts the most noble andselfless of warriors.

    Fallen Gods, Rising Suns

    When the world was young, a terrible bale waswaged between the eight gods and the evil forcesone of their number, Vurkisgod of evilhadunleashed. In this bale Vurkis became fearful thegods would lose, and thus cowardly made as ifstruck low and near death. Rarely are gods takenin by such deception, but Vurkis is the master ofall lies, and in the darkness of bale his fellowgods believed him near the end of his faith. Hissister, the goddess ofwisdom Syra, lay downher weapon, Divine Star,

    to gather him to her so hemight be saved. Unarmed,she was quickly slain, andher power and wisdomreturned to the father of the gods, Lod. Lod realized what trickery Vurkis hadaccomplished, and that Syras death was the result.Furious, he called forth fire, and laid about todestroy any darkness or shadow that might concealfurther deception. Vurkis fled his fathers wrath,as did all creatures of darkness. The fires of Lodswrath died down, but were not entirely lost, forApon, god of the sun, gathered the last red embers

    The Story of Divine StarFor more information on Divine Star, theHoly Sword, seeArtifacts of the Ages:

    Swords and Stavesfrom The Game

    Mechanics and Green Ronin Publishing.

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    Chapter Two: The Weapons14

    to himself. Then came a time of mourning, as Aponturned his fiery chariot the blood color of the lastembers of Lods fury, in memory of his fallen sister.This is why sunsets fill the sky with crimson.

    Check Required:Knowledge (religion) DC 20. Unwilling to be without his daughter, Lodcaused Syra to be reborn as Syrnia from the

    stuff of stars and the clay of the earth. Buther weapon, Divine Star, was lost to the gods,and held in trust by a band of elves. Apongrew protective of his sister, despite the factthat his fiery chariot hid her home, the moon.He swore he would find a blade to replaceDivine Star; a weapon that would protect herfrom any further lies in the darkness. Carrying the embers of Lods fatherlyrage, Apon sought the greatestand most powerful smithsand sorcerers in existence, to

    ply upon them to turn the fireinto a weapon worthy of a goddess. He hadthe blade hammered of fire-infused silver

    by Durgendal, a mighty dwarven smith.Unsatisfied with its magnificent workmanship,Apon took it to a brooding young sorcerernamed Anscomb. Anscomb had an incurableclubfoot, and thus had turned to his studiesof magic with great vigor. Apon offered thesorcerer gis only a god could provide inreturn for enchanting the blade. Anscombdemanded great arcane secrets from thegod, as well as a vial of blood from the bale

    in which Syra fell. Apon agreed, and theenchantment of Dawnbringerbegan. Anscomb wove much power into the blade,though lile of it was his own. The sorcererhad plans for his own arcane energies, andthus drew heavily on the power of Apon.Anscomb was not yet the legendary sorcerer hewould become, but Apon had rightly seen histrue potential. Anscomb wove more than firemagic into the blade; he imbued it with a senseof righteous indignation. Much of this angerover injustice came from the embers Apon

    gave him, which became runes and a jewel. ButAnscomb had been mistreated his whole lifeas well, and working the divine magic broughtforth his sense of needing to right wrongs. Thefinal weapon pulsed with crimson and goldlight and brought warmth to its wielder.

    Check Required:Knowledge (arcana) DC 25Apon was well pleased with Dawnbringer,and took it to Syrnia. However, the goddessof wisdom was not foolish enough to wait foranother to arm her. Though Syras Divine Starwas long since gone, Syrnia had found herselfanother blade. To avoid offense to her brother,

    she accepted Dawnbringer. Unwilling to let such atool sit unused, Syrnia searched the mortal worldfor a hero in need of such a blade, and found ElisLamplighter, a paladin engaged in a war againstlycanthropes. Elis had no weapon able to easilyharm the beasts and constantly found herself

    fighting in the darkened hours of night, when

    her human eyes were at a disadvantage.Syrnia appeared to Elis as a red-haired angel,and offered her Dawnbringerin return for apromise to spare any shapeshiers not of evilalignment, especially were-foxes who reveredSyrnia. Elis agreed, and in time came to beseen as a great champion of misunderstoodgood-aligned shapeshiers, and animplacable foe of evil were-giants. Elis died in

    a bale with hill giant wereboars,and her blade was lost.

    Check Required:Knowledge

    (history) DC 20Dawnbringerreappeared in the Time ofHeroes in the hands of the hero Simikle,who carried the blade as one of the HundredHeroes who went to defeat the dragonUladon. Though Simikle did not survive the

    bale with the mighty dragon, his blowsagainst Uladon weakened the evil creatureand were instrumental in the heroes eventualvictory. The few surviving heroes buriedSimikle with Dawnbringer, in a tomb withcrystal windows. For years the light of thesword could be seen illuminating the tomb.

    Aer nearly a century entombed, Syrnia cameon a clear, moonlit night and removed the

    blade, so it might once again be placed in thehands of a needy hero.

    Check Required:Knowledge (arcana) DC 25

    RequirementsTo qualify to wield Dawnbringeras a balescion, a character must fulfill all of thefollowing criteria.

    Alignment: Any good.Base Aack Bonus: +5.

    Skills: Knowledge (religion) 7 ranksFeats: Exotic Weapon proficiency (bastardsword).

    Special: Smite EvilTo become theDawnbringerbale scion, the candidate must be

    able to smite evil, as the paladin class ability, atleast once per day, and turn (not rebuke) undead.

    AttributesDawnbringeris a golden-hued bastard sword ofhigh-quality workmanship. Red leather wraps thehilt, with a thin gold chain wrapped around that.A single red gem is set in the pommel, flickering

    Dawnbringer

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    constantly with light as though it held a crimsonflame within its heart. Holy runes run along its

    blade, and these also glow with a crimson light.Hardness/Hit Points: 12/12.Value: To someone other than a bale scion,

    Dawnbringerappears to be worth as much as a +1silver bastard sword: 2,515 gp.

    Special AbilitiesDawnbringerprovides the following special abilitiesto its wielder, depending on the characters levelin the bale scion prestige class (see Table 24:Abilities Granted by Dawnbringer).

    Initial Abilities:Anyone who wieldsDawnbringer, whether a bale scion or not, benefitsfrom the sword as a +1 bastard swordwith its lightability (see below).

    Light (Su):Whenever Dawnbringeris out of itsscabbard, it radiates light as a torch. This is not

    an optional powerif Dawnbringeris drawn, itglows.Spells: Dawnbringergrants its wielder the ability

    to cast divine spells from a special spell list (seeTable 25: Spells Granted by Dawnbringer). To cast aspell, the bale scion must have a Wisdom score ofat least 10 + the spells level (thus a scion with a 10or lower Wisdom cannot cast any of Dawnbringersspells). The scions bonus spells are based onWisdom, and the save DC of his spells is 10 + spelllevel + Wisdom bonus. If the table gives the scion0 spells of a given level (such as 0 1st level spells),the scion can only cast spells if he receives bonus

    spells from Wisdom for that level. The bale scionprepares and casts spells as a paladin.

    If the bale scion also has paladin levels, hisspells per day are determined by adding hispaladin and bale scion class levels together andusing the paladin spell chart. In this case thecharacter adds the spells from Table 25: SpellsGranted by Dawnbringerto his normal spelllist, and may prepare any spells from either listnormally.

    Flaming:In the hands of its scion, Dawnbringeris a flaming weapon, able to burst into gold-and-crimson fire as a free action. This deals anadditional 1d6 points of fire damage with everystrike, though the fire never harms the scion or his

    equipment. If Dawnbringerleaves its scions hands,it immediately stops flaming. The scion may endthe flames as a free action. When flaming, Dawnbringersheds light in a 60-foot radius.

    Healing Light (Su):As a standard action, theDawnbringerscion may generate a healing light thatcures one creature touched. This functions as thepaladins lay on hands ability, except the scion mayheal a total of 4 hp/day per scion level.

    Holy (Su):When the scion reaches 4th level,Dawnbringerbecomes a holy weapon, dealing an

    additional 2d6 points of damage to creatures ofevil alignment. As a holy weapon, Dawnbringerisconsidered to be good-aligned and thus bypassesthe corresponding damage reduction. Unlikemost holy weapons, Dawnbringerdoes not bestowa negative level on an evil creature aemptingto wield it, as it has only its initial abilities in thehands of such a creature.

    Enhancement Bonus:When the scion reaches7th level, Dawnbringers enhancement bonusincreases to +2.

    Bane:When the scion reaches 10th level,Dawnbringerbecomes a bane weapon against one

    ScionLevel Ability Gained

    CasterLevel

    Enhancement bonus +1 3rd

    Light

    1st Flaming 10th

    Healing light Spells

    2nd Spells

    3rd Spells

    4th Holy 7th

    Spells

    5th Spells

    6th Spells

    7th Enhancement bonus +2 6th

    Spells

    8th Spells 9th Spells

    10th Bane 8th

    Spells

    Table 24: Abilities Granted by Dawnbringer

    ScionLevel

    Spells per Day1 2 3 4

    1st 0

    2nd 1

    3rd 1

    4th 1 0 5th 1 0

    6th 1 1

    7th 1 1 0

    8th 1 1 1

    9th 1 1 1

    10th 1 1 1 1

    Table 25: Spells Granted by Dawnbringer

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    Chapter Two: The Weapons16

    type of foe selected by the scion. This type mustbe one a bane weapon may normally be effectiveagainst (see DMG v3.5Chapter 7: Magic Items),and once selected it cannot be changed. Previouswielders of Dawnbringerhave commonly selecteddragons, giants, monstrous humanoids, eviloutsiders, or undead.

    DawnbringerScion Spell ListThe Dawnbringerscion may prepare spells from thefollowing list. First levelContinual flame, dancing lights, detectevil,faerie fire, light,produce flame, remove fear Second levelAugury, burning hands, daylight,identify, locate object, zone of truth Third levelArcane sight, holy smite, invisibility

    purge, locate creature, searing light Fourth levelBreak enchantment, detectscrying, discern lies,fireball

    Gamaliel, Keeper of the White SwordDesigned by Mat Smith

    The bright, curving falchionknown as Gamaliel(guh-MAY-lee-EL) is the most recent of along line of weapons that haveserved as host to the gemstoneembodying the power that onceinfused the legendary WhiteSwordcarried by the paladinth Pnan.

    The Battle of Leaden SkiesAmong the legends from the Ageof the Old Kings, amid the talesfrom the dreadful time knownas the Plague of Darkness, thereare stories of the invasion of theSprawling Horde and the pivotalBale of Leaden Skies. It was a time when darknesscovered the earth, an undead army led

    by a powerful vampire lord plagued

    the land, and a scourge of lycanthropesroamed the wildsit was a time ofterrible opportunity. Emboldened bythe unending gloom covering the land,a marauding band of hobgoblins fromthe distant east seized the chance toraid several outlying villages. As the troop ofinvaders traveled deeper into the Old Kingdoms,its ranks swelled with a host of orcs, goblins,

    bugbears, and other night-stalking creatures thatjoined in the unchecked mayhem, forming amotley army that soon became known as theSprawling Horde.

    Check Required:Knowledge (history) DC 15. As the Sprawling Horde ravaged across theeastern borderlands, it swily overwhelmed thedefenders of each village, town, and strongholdit encountered. It soon became clear that only aunified militia could stand against the plague-likearmy. Hastily made plans were set in motion to

    gather the forces of several neighboring regionsoutside Stoneflame Keep, the fortified castle ofLord Qillan. However, the steadily advancingwave of goblinoids had gained momentum asit grew in numbers and was spoed swarmingtoward the Wyrmcrest Ridgea half-days marchfrom Stoneflame Keeptwo full days before it

    was expected.Check Required:Knowledge

    (history) DC 15. With few optionsavailable, Lord Qillans

    troops, led by the paladinth Pnan, marched out tomeet the Sprawling Hordeon the slopes of Wyrmcrest

    Ridge in hopes of holdingoff the encroaching tide ofinvaders long enough forreinforcements to arrive.

    As the dusky day turned tofathomless night, the clash of

    arms and flash of magic filled airas the Sprawling Horde surged up

    the rolling hills. Fighting continued

    without respite throughout the night,slackening only as dawns weakened light

    filtered though nearly impenetrable cloudsthat hung over the conflict which becameknown as the Bale of Leaden Skies.Casualties were great among the stalwartdefenders as they were slowly drivenback into the foothills of the WyrmcrestRidge. th knew it was only a maer oftime before the Sprawling Horde would

    finally overwhelm his troops, buthe trusted that aid would soon

    arrive. Even as the slaveringgoblinoids were surroundingthe fatigued warriors, thecall of faint signal horns

    dried across the open plainsfrom the north and west.Newfound hope amongths beleaguered menquickly dwindled, however,when the malevolent Plagueof Darkness suddenly

    descended fully upon theland. As shadows swept over the

    Gamaliel

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    balefield, the trumpeting calls of reinforcementswere lost in chaos, and desperation leached intothe hearts of the soldiers of Stoneflame Keep. Knowing all would be lost if swi action wasnot taken, th Pnan brandished his mighty WhiteSwordand charged back up the slopes of theWyrmcrest Ridge. Though gravely wounded by

    countless blades, arrows, and enchantments, thedauntless paladin reached the top of the highestpeak and called upon Apon, the god of the sun, toempower his weapon. The White Swordflared withholy energy, driving back gloom and goblinoidalike. Though momentarily shaken by the brightlight, the most powerful of the foul creaturesrecovered and fell upon on the paladin. In a brutalinstant, they struck him down and sundered hisholy weapon, which sent a deafening shockwaverolling across the land stunning most of theSprawling Horde. Even as the shards of the White

    Swordfell to the earth, its inner radiance remainedalo, now blazing with unearthly light that wasvisible for miles.

    Check Required:Knowledge (history) DC 15. Guided by the holy beacon, the cavalry ofLord Corralyn and heavy infantry of Lord Hasencharged forward to rally with Lord Qillansremaining troops. The newly united militia slowlyswept across Wyrmcrest Ridge, crushing thedisorganized goblinoid forces as the day woreon. The Sprawling Horde eventually splinteredinto dozens of smaller bands, which fled into thedarkness.

    Triumphant, the soldiers that had foughtalongside th Pnan returned to recover his broken

    body and shaered weapon. While the brilliantdivine energy that guided them to victory hadfaded, a faint silvery light remainedemanatingfrom a milky-white crystal that lay near thepaladins outstretched sword arm. The teardrop-shaped gemstone was returned, along with theholy knights remains, to Stoneflame Keep.

    Check Required:Knowledge (history) DC 15. The curious gemstone, later dubbed AponsTear was discovered to contain the essence of

    the holy White Sword of th Pnan. At the requestof Lord Corralyn, a new magical weapon wasforgedone that would house the blessed crystaland manifest the powers and abilities of the WhiteSword. That blade, named Hopes Razor, was thefirst of many different host weapons that have

    been created to serve as Keeper of the White Swordthroughout the ages.

    Check Required:Knowledge (history) DC 20.

    RequirementsTo qualify to wield Gamalielas a bale scion, acharacter must fulfill all the following criteria.

    Alignment: Good.Base Aack Bonus: +6.Feats: Combat

    Expertise, Weapon Focus(host weaponcurrently:falchion).

    AttributesGamalielis the currentKeeper of the WhiteSword, though other hostweapons, having beendivested ofApons Tearinorder to cra a weaponmore favorable for a newwielder, may alreadyexist. New host weaponsmay be created using theguidelines set forth in the

    Creating a Host Weaponsidebar.Gamalielhas the

    following aributes:Hardness/Hit Points: Gamaliel: 10/10;Apons

    Tear: 20/20.Unlike most legendary weapons, host weapons

    are not subject to the Unbreakable rules (seeArtifacts of the AgesChapter One: The Basics),though they do apply to

    Apons Tear. If reducedto zero hit points,AponsTearexplodes in a brilliant

    burst of energy thatdeals 20d6 points of holydamage to everyonewithin a 50-foot radius.

    Value: To anyoneother than its bale scion,Gamaliel appears to be a+1 defending falchion(8,375gp). Alone,Apons Tearappears to be a quartz-likegem that casts light as atorch (10 gp).

    Special AbilitiesGamalielprovides thefollowing special abilitiesto its wielder, dependingon the character s levelin the bale scion prestige class (see Table 26:Abilities Granted by Gamaliel). These abilities arethe same for any weapon currently hostingAponsTear, except for those initial abilities relating to thespecific form of the host weapon. A host weapondivested ofApons Tearstill functions as a +1defending weapon of its type.

    Adventure HookA well-armed and armored knight

    is asking around about a teardrop-

    shaped gemstone, which is described

    as glowing with an inner light. He isoffering a modest amount of gold for

    information about the magical crystal and

    a substantial reward for its return. If the

    adventurers inquire, the knight will showthem a teardrop-shaped socket carved inthe side of his own magical warhammer,

    which he explains will be the receptacle

    for the holy gemstone. The knight will

    further explain that, in all likelihood, the

    magical gemstone will already have beenincorporated in some other weapon when

    its discovered.

    The adventurers will eventually come

    across Gamaliel, either in a treasure

    hoard or in the hands of an enemy (who,in all likelihood, is unable to access all

    of the White Swords powers.). They will

    have to decide whether to keep it for

    themselves or to deliver it to the knight,

    whose motives for desiring the magicalgem may be called into question.

    Creating a Host WeaponWhile Gamalielis the current Keeper of

    the White Sword, a new host weapon

    may be forged to better suit a characters

    preferred choice of arms. The weapon

    must be a +1 melee weapon (of any type)with the defending special ability and

    have been specifically crafted to house

    Apons Tear.

    Creating a weapon worthy of

    becoming the Keeper of the WhiteSwordis quite difficult, requiring the

    Craft Magical Arms and Armor feat and

    a successful Craft (weaponsmithing) skill

    check DC 35. IfApons Tearis present

    while the weapon is being forged, the skilcheck is lowered to DC 30.

    RemovingApons Tearfrom a host

    weapon without destroying the weaponrequires a day of work and a Craft

    (weaponsmithing) check (DC 20). Failuredoes not damageApons Tearor the host

    weapon, and the check may be retried.

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    1d4+1 5th-level human paladins, which appearwith the starting equipment for paladins (see thePHB v3.5). While the summoned paladins appearto be real people, they are actually constructs thatwill immediately disappear if they move furtherthan 50 feet away from the scion. Theyll act ascommanded by the scion (fighting opponents,using abilities, etc.) until they are slain or until 1hour has elapsed, whichever comes first.

    Brilliant Energy (Su):When wielded by a

    bale scion of 10th-level, Gamaliels blade istransformed into blindingly bright light, whichallows the weapon to ignore nonliving maer,including armor bonuses to AC (includingany enhancement bonuses to that armor). As a

    brilliant energy weapon, Gamaliel is unable tophysically harm undead, constructs, and objects.

    Gerechtigkeitaxt, the Justice AxeDesigned by Gary Astleford

    The Gerechtigkeitaxtis an executioners weapon

    what was once used to hunt down the enemies ofthe great Western Realms.

    The High ExecutionersMany scholars hold that that in times long past,the Western Realms employed an elite groupknown as the High Executioners to track downand punish criminals who had been condemnedto die. The most powerful of these warriors,the Lord High Executioner, was rumored toutilize a headsmans axe with remarkable skill.His weapon, known as the Gerechtigkeitaxt, is alegendary tool that was passed from one Lord

    Initial Abilities:When first acquired, Gamalielfunctions as a +1 defending falchion. Anyone whowields it, whether a bale scion or not, also benefitsfrom its ability to shed light.

    Light (Su):Gamalielcontinually sheds lightequivalent to the glow from a torch (20-footradius). This light cannot be concealed whenGamaliel is drawn, though it may be dimmed to apale illumination (5-foot-radius) at will. Gamalielslight cannot be entirely shut off in any way.

    Protection from Evil(Sp):Beginning at 1st level,Gamaliels bale scion is continually under theeffect of aprotection from evilspell cast by a sorcererof the scions character level.

    Bale Cry (Su):The rallying calls of a 2nd-level or higher bale scion of Gamalielring outacross the balefield, bolstering the spirits of herallies. This ability functions as the bards inspirecourage ability (see the PHB v3.5). This bonus

    lasts a number of rounds equal to the scionsCharisma bonus (minimum of 1 round) and maybe invoked once per day for every two levels ofbale scion aained.

    Enhancement Bonus:Gamaliels enhancementbonus increases to +2 when the bale scion reaches3rd level, to +3 when he reaches 6th level, and to +4at 9th level.

    Daylight(Sp):When held alo for a full roundby a 4th-level or higher bale scion, Gamalielradiates an intense, silvery white light thatduplicates the effects of the daylight spell cast

    by a sorcerer of the scions character level. Aer

    Gamaliel is lowered, the daylightwill persist foranother five rounds before fading.

    Magic Circle Against Evil: (Sp):At 5th level,Gamaliels bale scion is continually under theeffect of a magic circle against evilspell cast by asorcerer of the scions character level.

    Whirlwind Aack (Ex):Beginning at 7th level,the bale scion of Gamalielgains the use of theWhirlwind Aack feat (while wielding Gamaliel) ifhe does not already have it.

    Holy (Su):When wielded by a balescion of 8th-level or higher, Gamalieldeals an

    additional 2d6 points of damage to creatures ofevil alignment. As a holy weapon, Gamalielisconsidered to be good-aligned and thus bypassesthe corresponding damage reduction. Unlikemost holy weapons, Gamalieldoes not bestow anegative level on an evil creature aempting towield it, as it has only its initial abilities in thehands of such a creature.

    Rally of Champions (Su):A bale scion ofGamalielof 9th-level or higher gains the abilityto call upon mystical reinforcements once everyseven days. By taking a full round action toflourish Gamalieloverhead, the scion summons

    ScionLevel Ability Gained

    CasterLevel

    Enhancement bonus +1 3rd

    Defending 8th

    Light

    1st Protection from evil *2nd Battle cry

    3rd Enhancement bonus +2 6th

    4th Daylight *

    5th Magic circle against evil *

    6th Enhancement bonus +3 9th

    7th Whirlwind Attack

    8th Holy 7th

    9th Enhancement bonus +4 12th

    Rally of champions

    10th Brilliant energy 16th*Current battle scion character level.

    Table 26: Abilities Granted by Gamaliel

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    High Executioner to the next until it was lost tothe shadows of time.

    Check Required: Knowledge (history)DC 20. The Gerechtigkeitaxtwas createdaer the great Western Realmsrose from the ashes of a vast civil

    war and formed a new alliancethat would last nearly a thousandyears. The victors, eager to sethistory to rights, condemned theirold enemies to death in absentia. Acorps of professional executionerswas established to aid in locating,capturing, and puing to the axethese so-called criminals of war. Known as the High Executioners,these men and women were grantedlegal immunity in the pursuit of

    their quarry, and few could standbefore their lawful right to punishthe condemned. They traveledsingly or in pairs, their featuresconcealed by loose-fiing hoodssewn from black cloth. Most weremasters of the sword and axe,utilizing such weapons to greateffect in the course of their duties.

    Check Required: Knowledge(history) DC 30. The greatest of the HighExecutioners was Marcus

    Kreichar, a career soldier whohad spent much of his adult lifein service to his nations armies.It was Marcus who first wieldedthe Gerechtigkeitaxt, though noneare certain who the crasmanwas. Rumors abound as to theartisans identity, the most popularof which states that a celestial

    being created the axe in answer toMarcus fervent prayers. The verysight of the axe was rumored to

    drive the guilty to openly confesstheir crimes in the hopes that their miserable liveswould be spared. In addition to being a powerful weapon, theGerechtigkeitaxtalso served as the Lord HighExecutioner s badge of offi ce. Kreichar, his axein hand, stalked the lands alone in search ofhis prey, bringing many great foes to their final

    judgement with a single heavy blow. Even withhis face concealed behind his executioner s hood,Kreichar was easily recognized by the black-haed, broad-bladed greataxe that he carried.

    Check Required: Knowledge (history) DC 25.

    Aer Kreichar s death, the Gerechtigkeitaxtwas passed to his successor. This trend

    continued for many years, but wasput to an end when a late Lord

    High Executioner failed toname an heir. Several eligibleHigh Executioners came forth

    to claim the title, but nonewas willing to abide theothers. While these men andwomen squabbled amongstthemselves, the axe was leimbedded in a headsmans

    block carved from an ancientstump that had been stainedwith the blood of countless

    victims.The king of the Western Realms

    saw that his own lawgivers,

    hungry for the power of the LordHigh Executioner s offi ce, wereresorting to the very crimes that

    they had once prosecuted in his name.Deeply troubled, he commanded that the

    High Executioners be disbanded unless theycould reach some accordwith one another andreturn to their rightfulduties as servants ofthe crown. Few heededhis call, intent as theywere upon claiming the

    Gerechtigkeitaxtand thestation that it represented. Those who defiedtheir liege were brandedtraitors. They were hunteddown and brought to

    justice, much as theythemselves had oncehunted down thosewho had sundered thelaws of the WesternRealms. The organization

    ceased to exist, and theGerechtigkeitaxtitself waslost from the memory ofmen.

    Check Required: Knowledge (history) DC 25.

    RequirementsTo wield the Gerechtigkeitaxtas its bale scion, acharacter must fulfill the following criteria.

    Alignment: Any lawful.Base Aack Bonus: +4.Feat: Power Aack, Martial Weapon Proficiency

    (greataxe).

    Equipment of the High

    ExecutionersThough much of the equipment employed

    by the High Executioners was mundane in

    both form and function, they did possess

    some items that were wrought withpowerful magic to aid them in their duties.

    High Executioners Hood: This

    loose hood is made from black cloth,

    completely concealing the features ofanyone wearing it. Hoods like these

    were worn by the High Executioners, a

    group of elite warriors employed by the

    great Western Realms to hunt down and

    destroy condemned criminals. Anyonewearing a High Executioners hoodgains

    a +2 competence bonus to Intimidate skil

    checks, and a +4 resistance bonus to all

    Will saves.

    Moderate abjuration; CL 12th; CraftWondrous Item, symbol of fear; Price

    6,500 gp; Weight 1 lb.

    Gerechtigkeitaxt

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    Special:AuthorityAny character who wishesto become the Gerechtigkeitaxts baleblade scionmust first have the legal authority to mete out

    justice and enforce the law. This requirement canapply to anyone with some modicum of legalauthority, from a high-born judge to a lowlyvillage constable. It is up to the GM to decide if a

    character is properly qualified.

    AttributesThe Gerechtigkeitaxt is an executioners weaponcomprised of a heavy, single-edged steel blademounted to a long piece of lacquered black wood.Runes of law are etched deeply into either side ofthe broad axe blade, and the name of each LordHigh Executioner is carved into the weaponsha in chronological order. It has the followingaributes.

    Hardness/Hit Points: 9/14.

    Value: To any character other than its balescion, the Gerechtigkeitaxtappears to be worthas much as a +1 axiomatic greataxethat offers the

    benefits of the Intuition feat. (18,320 gp).

    Special AbilitiesThe Gerechtigkeitaxtprovides the following specialabilities to its wielder, depending upon thecharacters level in the baleblade scion prestigeclass (see Table 27: Abilities Granted by theGerechtigkeitaxt).

    Initial Abilities: When first acquired, theGerechtigkeitaxt is a +1 axiomatic greataxe. Anyone

    who wields it, whether a baleblade scion or not,also benefits from its axiomatic ability (see below).

    Axiomatic: The Gerechtigkeitaxtis so stronglytied to the principles of law that it strikes trueagainst chaotic foes. It deals an extra 2d6 pointsof damage against any creature or characterof chaotic alignment, and is considered law-aligned when determining when bypassing thecorresponding damage reduction. Gerechtigkeitaxt

    bestows one negative level on any chaoticcreature aempting to wield it. The negativelevel remains as long as the axe is in hand

    and disappears when the weapon is no longerwielded. This negative level never results inactual level loss, but it cannot be overcome inany way (including restoration spells) whileGerechtigkeitaxtis wielded.

    Intuition: In its constant hunt for criminals