Here's a few artifacts and items of note from my collection.
Chain of Pestillence: Minor Artifact
+1 Plagued Chain Whip, Slashing, Medium Sized, 1.5lbs
The Chain of Pestillence is a grotesque metal linked whip, originally crafted as a malignant torture utensil by Drow Priestesses. Through decades of slashing the flesh of prisoners, the Chain has developed a plagueing disease that it bestows upon its victims.
Artifact Properties:
Plagued - Anyone attacked by the Chain of Pestillence must make a DC 25 Fortitude Save or contract the Chain's plague. The plague causes 1d4+1 points constitution drain and sickens the victim. Sickened victims can only perform one standard or move equivalent action per round, and gives a -4 modifier to all attack or skill rolls. Any sickened creature who makes a successful claw or bite attack has a 50 percent chance to spread the plague. Any sickened creature who makes a successful unarmed attack or grapple attempt has a 25 percent chance to spread the plague. A Greater Restoration spell or potion will nullify these sickness effects.
Moderate Necromancy; CL 12
Bent Dagger of Pain: Major Artifact
+4 Wounding Undead Bane Kris (Long Dagger), Piercing, Medium Sized, 2lb
This dagger was forged in the fiery pits of the Abyss for only the most vile of assassins. Its chaotic power is tremendous, and few men survive more than a few blows from this blade.
Artifact properties:
Chaos Aura - Any lawful creature within 1 mile of the Dagger feels uneasy and suffers a -2 on all concentration checks. Paladins of 10th level or high can pinpoint the direction and distance of the dagger through this aura.
Hideous Scarring - Any creature hit by the Dagger is horribly scarred. Scarred creatures suffer a -2 circumstance penalty to all Charisma based checks. Treatment of the scars requires a Restoration spell or 1 day of ointment therapy (Costing 500gp) and a Heal DC 23.
Limb Sever - The weilder of the dagger can attempt to sever extremeties of any creature he is grappling. To sever a limb, the weilder must make a make a successful melee attack with an addtional penalty of -2 for arms, -4 for legs, or -10 for head beyond the -4 penalty from grappling. Severed limbs can be reattached by either a 3rd Level or greater Cure spell and a Heal DC 23 or a Regeneration spell.
Assassin's Grace - The Dagger allows an Assassin to use his death attack 1 additional time per day.
Strong Divination and Conjuration [Chaos]; CL18
Wand of Fairness: Staff
The Wand of Fairness was created by Malci Dermont to help him fight outsiders. He crafted numerous wands, but most were lost when bandits raided Malci's tower. Malci was slain, and his tower sacked dry. Players may find such a wand in a rare eminities shop or even in a wizard's tower. Most staves on the market have only 3d6 charges.
Properties:
Dispel Magic - 1 charge
True Seeing - 2 charges
Mordekainen's Disjunction (DC24) - 5 charges
15' Radius Emanation Antimagic Field - 3 charges
Strong Abjuration; CL17; Craft Staff; Dispel Magic, True Seeing, Mordekainen's Disjuction, Protection from Spells; Price: 200,000gp
Chain of Pestillence: Minor Artifact
+1 Plagued Chain Whip, Slashing, Medium Sized, 1.5lbs
The Chain of Pestillence is a grotesque metal linked whip, originally crafted as a malignant torture utensil by Drow Priestesses. Through decades of slashing the flesh of prisoners, the Chain has developed a plagueing disease that it bestows upon its victims.
Artifact Properties:
Plagued - Anyone attacked by the Chain of Pestillence must make a DC 25 Fortitude Save or contract the Chain's plague. The plague causes 1d4+1 points constitution drain and sickens the victim. Sickened victims can only perform one standard or move equivalent action per round, and gives a -4 modifier to all attack or skill rolls. Any sickened creature who makes a successful claw or bite attack has a 50 percent chance to spread the plague. Any sickened creature who makes a successful unarmed attack or grapple attempt has a 25 percent chance to spread the plague. A Greater Restoration spell or potion will nullify these sickness effects.
Moderate Necromancy; CL 12
Bent Dagger of Pain: Major Artifact
+4 Wounding Undead Bane Kris (Long Dagger), Piercing, Medium Sized, 2lb
This dagger was forged in the fiery pits of the Abyss for only the most vile of assassins. Its chaotic power is tremendous, and few men survive more than a few blows from this blade.
Artifact properties:
Chaos Aura - Any lawful creature within 1 mile of the Dagger feels uneasy and suffers a -2 on all concentration checks. Paladins of 10th level or high can pinpoint the direction and distance of the dagger through this aura.
Hideous Scarring - Any creature hit by the Dagger is horribly scarred. Scarred creatures suffer a -2 circumstance penalty to all Charisma based checks. Treatment of the scars requires a Restoration spell or 1 day of ointment therapy (Costing 500gp) and a Heal DC 23.
Limb Sever - The weilder of the dagger can attempt to sever extremeties of any creature he is grappling. To sever a limb, the weilder must make a make a successful melee attack with an addtional penalty of -2 for arms, -4 for legs, or -10 for head beyond the -4 penalty from grappling. Severed limbs can be reattached by either a 3rd Level or greater Cure spell and a Heal DC 23 or a Regeneration spell.
Assassin's Grace - The Dagger allows an Assassin to use his death attack 1 additional time per day.
Strong Divination and Conjuration [Chaos]; CL18
Wand of Fairness: Staff
The Wand of Fairness was created by Malci Dermont to help him fight outsiders. He crafted numerous wands, but most were lost when bandits raided Malci's tower. Malci was slain, and his tower sacked dry. Players may find such a wand in a rare eminities shop or even in a wizard's tower. Most staves on the market have only 3d6 charges.
Properties:
Dispel Magic - 1 charge
True Seeing - 2 charges
Mordekainen's Disjunction (DC24) - 5 charges
15' Radius Emanation Antimagic Field - 3 charges
Strong Abjuration; CL17; Craft Staff; Dispel Magic, True Seeing, Mordekainen's Disjuction, Protection from Spells; Price: 200,000gp
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