- LIVING WEAPONS:
- Sometimes, Intelligent Weapons of considerable power amass enough magical reserves or are imbued with the ability to take on a humanoid form. Such items have total autonomy over who may use them, and are more powerful than other items of their type. The drawback is that in this humanoid form, the Weapons become as mortal as any other humanoid. Each Living Weapon is a unique existence, different from any other Living Weapons in personality and outlook--even those of the same type.
- MECHANICAL DIFFERENCES: No enhancement bonus is listed, as Living Weapons can be adjusted for any level of play with few exceptions. Living Weapons are essentially Artifacts, and cannot be gained or created without DM approval.
- LIVING WEAPONS AS INTELLIGENT ITEMS: Like normal Artifacts, Living Weapons have Concordance ratings and their own goals. Living Weapons attune themselves to only one character at a time--this is their "Owner" that is referenced in their Concordance Charts.
- LIVING WEAPONS AS COMPANION CHARACTERS: By default, any Living Weapon is also a Companion Character of level equal to the Character who "owns" him. While sample Companion Character statistics are given, DMs are encouraged to adjust these statistics according to campaign level and style. If you intend on introducing multiple Living Weapons, do not allow them to be used as Companion Characters--you have enough to keep track of already.
- MAGIC WEAPON
- Base Weapon: Magic Weapon
- Overview: The basic Living Weapon, these Living Weapons often have their other abilities sealed, or have not yet awakened to their full power. Still, they are a potent asset.
- Appearance: Basic Living Weapons can look like any medium sized humanoid.
- Personality: Varies.
- Additional Powers: None.
- INVICTUS
- "Let's CUT to the heart of the matter...what? It was funny!"
- Base Weapon: Greatsword Sunblade
- Overview: Invictus was the first Sunblade, wielded by Pelor at the dawn of time against the Primordials. How he found his way down from Heaven is a mystery.
- Appearance: Invictus appears as a large, suntanned man with sandy blond hair and a full beard. As a Sunblade, he is a Greatsword made entirely of gold and ivory.
- Personality: Invictus is a fatherly, overly-friendly fellow who prefers down to earth wielders. He has a very bad sense of humor, though he constantly attempts to make jokes--however groan inducing they may be. He can be found working the fields or performing menial tasks to help out the peasantry. Invictus commonly lends himself to downtrodden, commoner heroes in their struggle against evil.
- Additional Powers: Invictus functions as a normal Sunblade save for the following: The Daily Power is instead an Encounter Power, and the attack roll is Strength+3 vs Reflex (apply the Enhancement Bonus to the attack roll).
- GOALS OF INVICTUS
- Uplift the meek
- Spread the light of Pelor
- Tend to the Injured
- CONCORDANCE Starting Level: 5
- Owner uses powers from the Shadow source -1
- Owner gains a level +1d10
- Owner worships Pelor +1
- Owner aids the poor or sick +2
- Owner is Good or Lawful Good +1
- Owner ignores the plight of others -1
- Owner mistreats or assaults commoners -2
- PLEASED (16-20)
- "BWA HA HA!! That's a good one!!"
- Invictus has taken a liking to you, and holds you as an equal to Pelor in terms of friendship. You feel as if the sun is always shining on you.
- PROPERTY: You gain resist 10/15/20 Necrotic
- SUNLIGHT AURA, DAILY POWER, AURA 1--RADIANT, MINOR ACTION: You gain the Sunlight Aura until the end of the encounter. All enemies within your Aura take 3/6/9 Radiant Damage if they attack you once per turn.
- SATISFIED (12-15)
- "Not bad, kid. You remind me of when I was young."
- Invictus seems to approve of you and your actions, but you still feel like there's more power he's holding back.
- PROPERTY: You gain resist 5/10/15 Necrotic
- NORMAL (5-11)
- "Just listen to me, child, I'll set you on the path to greatness!"
- Invictus seems to think you have what it takes to really make this world a better place.
- UNSATISFIED (1-4)
- "Get your head on straight!"
- Invictus seems to be doubting your dedication. You find yourself unable to use his Encounter power.
- ANGERED (0)
- "What was I thinking?"
- Invictus has lost faith in you. You are unable to use the Sunblade's At-Will Power. Invictus will not stay past the end of this quest.
- MOVING ON: Invictus says his goodbyes to the party and leaves to do "the good work." If he was pleased with your performance, he will leave a regular Sunblade of appropriate level as thanks. If he was displeased, he will leave at an inopportune moment, to rub salt in the wound.
- K'THOK
- "This is the technique passed down from the Arkhosian Kings! Learn it well, you ungrateful brat!"
- Base Weapon: Whirlwind Tratnyr
- Overview: Victor of a thousand battles, K'Thok awoke at the height of the Arkhosian age. K'Thok seeks to rebuild Arkhosia at any cost.
- Appearance: K'Thok prefers to appear as a massive Dragonborn with rusty red scales, but can take the form of a bald, dark-skinned human if necessary. As a weapon, K'Thok bears scars from countless battles up and down its bronze shaft and point.
- Personality: K'Thok is a military soul. Harsh, unforgiving, and somewhat tyrannical--he has little room for pleasantries and rarely speaks. He despises the other races, especially Tieflings, and only sings praises of the Dragonborn.
- Additional Powers: As a normal Whirlwind Weapon, save that his Encounter Power allows for a Ranged Basic attack as well as a Melee Basic Attack to determine Combat Advantage.
- GOALS OF K'THOK
- Rebuild Arkhosia
- Exalt the Dragonborn
- Punish all Arkhosia's enemies
- CONCORDANCE Starting Level: 5
- Owner gains a level +1d10
- Owner is a Dragonborn +2
- Owner is a Warlord +1
- Owner restores some Arkhosian culture +2
- (Max once per day)
- Owner is a Tiefling -2
- Owner destroys Arkhosian art or artifice -2
- Owner loses a battle -1
- PLEASED (16-20)
- "Arkhosia lives again."
- K'Thok sees the future of the Dragonborn race in you--even if you are not Dragonborn yourself. You feel that you can meet his expectations.
- Property: Your reach increases to 2 and the thrown range increases to 15/25
- Encounter Power: The Melee or Ranged basic attack granted to you by K'Thok's Encounter Power now deals 1[W]/2[W] damage.
- SATISFIED (12-15)
- "You know your way around the battlefield."
- K'Thok nudges you toward the ruins of Arkhosia and other Dragonborn civilizations as well as spurs you on in battle.
- Property: Your Reach increases to 2.
- NORMAL (5-11)
- "Focus on the battle ahead, don't waste time chattering."
- K'Thok doesn't trust you, but he doesn't hate you either. It seems more is needed to impress him.
- UNSATISFIED (1-4)
- "Greenhorn fool."
- K'Thok is losing patience with you. You are unable to perform Ranged Basic Attacks with him.
- ANGERED (0)
- "I have nothing to say to you."
- K'Thok does nothing to hide his displeasure. You are unable to use his Encounter Power.
- MOVING ON
- K'Thok leaves without a word, leaving behind only a note of thanks or condemnation.
- DURASTAN
- "Strike the earth!"
- Base Weapon: Avalanche Hammer Maul
- Overview: A favored Angel of Moradin volunteered to be transfigured into this Maul. It has crafted some of the finest armor and weapons in the world.
- Appearance: Durastan appears as a bald dwarf covered in soot and ashes. As a weapon, Durastan follows ancient Dwarven aesthetics with a prominent symbol of Moradin emblazoned across its head.
- Personality: Durastan is a rowdy drunk, despite his angelic origins. His mannerisms, though genuine, are highly annoying to all but the most accepting (or drunk) individuals. He can always be found drinking when not on the field of battle (and sometimes on the field of battle). He also has a particular love of gemstones and gold.
- Additional Powers: The user of this Maul can perform the Enchant and Disenchant Magic Item Ritual as well as the Transfer Enchantment Ritual, even if he cannot normally perform Ritual Casting.
- GOALS OF DURASTAN
- Build a Masterpiece that will last for all time
- Reinforce Dwarven Traditions
- CONCORDANCE Starting Level:5
- Owner gains a level +1d10
- Owner is a Dwarf +2
- Owner knows the Enchant Magic Item Ritual +1
- Owner has presented Durastan with Ale or Gems +1
- (Max of once per day)
- Owner makes a Magic Item of his level +2
- Owner wastes ale -1
- Owner uses money frivolously -1
- Owner destroys a magic item without just cause -2
- Owner sells a magic weapon he has made -2
- PLEASED (16-20)
- "D-hic-did I ever tell you how awesome you are!?" *belch*
- Durastan likes you a lot--how unlucky you are.
- PROPERTY: Once per day, you can use the Enchant Magic Item Ritual at half cost.
- PROPERTY: You add this Weapon's Enhancement Bonus to your level to determine what level of Magic Item you can make.
- SATISFIED (12-15)
- "What do you mean 'ale and whores' isn't a good reward?"
- Durastan seems to be growing on you, much like a mold.
- PROPERTY: You add half this Weapon's Enhancement Bonus (minimum 1) to your level to determine what level of Magic Item you can make.
- NORMAL (5-11)
- *Belching noises*
- Durastan has lent you his hammer. Better wash your hands afterward
- UNSATISFIED (1-4)
- "Are you daft? Where's your head?"
- Durastan is (thankfully) growing tired of you. You lose your ability to use the Enchant Magic Item ritual, if you do not possess it already
- ANGERED (0)
- *Angry Dwarven Swearing*
- Durastan is infuriated with you. He is very likely to attack you, should you inhibit his vices.
- MOVING ON
- Durastan stumbles over the Sunset, taking any magic items the players no longer want with him--he will compensate you with gold or gems. If he was displeased, he may take some of your gold, and you will not find out until you check your purse later.
- IGNIS
- "Is that bacon I smell? Oh, wait..."
- Base Weapon: Flaming Longsword
- Overview: A hero who battled dragons till death found his ghost trapped inside his own sword. Ignis has been a favored weapon of many adventurers.
- Appearance: Ignis appears as a red haired half-elf, though he always smells slightly of smoke. As a weapon, he is a simply designed sword--save for the blade of obsidian. When the flame is invoked, the blade cracks and fire leaks out from the crevasses.
- Personality: Ignis is a carefree individual--while he considers his dragon-hunting days long over, he's still willing to "come out of retirement" for those who have a particularly exciting cause. He considers adventures to be a game, and lacks seriousness.
- Additional Powers: Ignis ignores Fire Resistance and Immunity.
- IGNIS' GOALS
- Slay as many Dragons as you can
- Never grow board
- CONCORDANCE Starting Level:5
- Owner gains a level +1d10
- Owner slays a Dragon or Dragonlike Monster +2
- Owner hits with an attack gained with an Action Point +1
- (Max one per day)
- Owner successfully completes (earns XP from) a quest +2
- Owner scores a critical hit +1
- (Max one per day)
- Owner has not spent an Action Point since his last Extended Rest -1
- Owner drops to 0 HP -2
- Owner is a Dragonborn -2
- Owner spares a Dragon -2
- PLEASED (16-20)
- "We're hot stuff, huh?"
- Ignis is most impressed with your exploits. He lends you his full power out of excitement.
- Property: Ignis gains an Item Bonus to damage equal to his Enhancement Bonus whenever the PC uses a power with the Fire Keyword.
- Property: Ignis' Daily Power is now an Encounter Power.
- SATISFIED (12-15)
- "This is exciting--but I bet we can do better."
- Ignis approves of your courage, but still thinks you're capable of more--something you're capable of with this extra power.
- Property: Ignis' Daily Power can be used twice per day. This extra use does not count against your daily allotment.
- NORMAL (5-11)
- "Alright! First stop: Adventure!"
- Ignis urges you to get a move on with your wild and crazy ride. You get a feeling that this is just the beginning
- UNSATISFIED (1-4)
- "Well, this is dull."
- Ignis is growing bored with you. Better pick up the pace.
- ANGERED (0)
- "I could be doing this at home."
- Ignis considers you a waste of time, and regrets joining you.
- MOVING ON
- Ignis departs with much fanfare, leaving behind a Flaming Longsword of the more normal variety in his place--so long as he is pleased. Otherwise, Ignis may very well leave a nasty surprise for those who have wasted his time.
- INVINCIBLE SWORD PRINCESS
- "Ah, it seems I've cut something foolish again."
- Base Weapon: Master's Bastard Sword
- Overview: In a certain kingdom, females of the Royal family have the ability to transmute themselves into powerful magic weapons. This particular example is the eldest Princess of the line, a quixotic and sheltered girl who is out for adventure and love.
- Appearance: The Sword Princess is an exceptionally beautiful human girl of no older than 20 with waist length ebony hair and alabaster skin, typically suited in scale-mail. As a weapon, she is a well-balanced, single-edged Bastard Sword with a solid white blade and a grip covered in red silk.
- Personality: Unused to not being in charge, the Sword Princess is blunt, bossy, and practically covered in a sense of entitlement. She dreams of being a champion of justice, or such a warrior's boon companion, and thus acts with a well rehearsed grandiosity. If shocked out of her hero routine, she becomes insecure and withdrawn--often reverting to weapon form instinctively.
- Additional Powers: When wielded with both hands, the Sword Princess confers a +1 Shield Bonus to AC and Reflex.
- GOALS OF THE INVINCIBLE SWORD PRINCESS
- Destroy Evil
- Challenge Worthy Foes
- Defend the Innocent
- CONCORDANCE Starting Level: 5
- Owner gains a level +1d10
- Owner is a Fighter +2
- Owner is human +1
- Owner defeats an Evil aligned opponent +2
- (Max 1 per day)
- Owner acts in defense of the weak/innocent +2
- (Max 1 per day)
- Owner defeats a foe of greater level +1
- (Max 1 per day)
- Owner retreats from battle -1
- Owner is reduced to 0 or fewer HP -1
- Owner is Unaligned, Evil, or Chaotic Evil -2
- Owner uses another weapon -2
- (Once per day per weapon)
- Owner is female -1
- PLEASED (16-20)
- "There is no evil that can stand before us!"
- The Sword Princess believes you to be a living legend. You can feel her admiration for you strengthening her blade.
- Property: When wielding the Sword Princess with two hands, you gain a +2 Shield Bonus to all defenses, and are counted as using a Shield for Powers and Feats.
- Property: While you are using a stance, you gain a +2 bonus to attack rolls on Powers with the Martial Keyword and Melee Basic Attacks.
- SATISFIED (12-15)
- "Heroes of justice! Catchy, don't you think?"
- The Sword Princess is ecstatic with your performance. While you can still hear a bit of doubt in her voice at times, she obviously has confidence in you.
- Property: When wielding the Sword Princess with two hands, you gain a +2 Shield Bonus to AC and Reflex
- NORMAL (5-11)
- "Don't grab me so suddenly! Wait for permission!"
- The Sword Princess seems to have settled on you as her hero. You don't know whether this is a good thing or not.
- UNSATISFIED (1-4)
- "Hey! Hey! Stop running!"
- The Sword Princess frowns deeply whenever she sees you, but hasn't lost total faith yet. You almost feel guilty for letting her down. You lose the Shield Bonus as well as use of the Sword's normal property.
- ANGERED (0)
- "Don't touch me, you coward."
- The Sword Princess refuses to respond to you. She will not take her sword form for you, and will not look you in the eyes. You have scarce time to redeem yourself.
- MOVING ON
- Eventually, the kingdom will send for their runaway daughter--and if the Sword Princess is pleased with you, she will resist going tearfully, perhaps even escaping for another adventure. If she was displeased, she will disappear in a royal coach without a word. Assassins will attack you in retribution at some point in the future.
- >>8661756
- CHAOS
- "HA HA HA HA HA!!! YES!!"
- Base Weapon: Demonslayer Bastard Sword
- Overview: Chaos is one of the Legendary Five that challenged the Demon King Gele some 1500 years ago. Now he takes the form of a sword to continue his skirt chasing ways.
- Appearance: Chaos appears as an unkempt man with sharp teeth and a wild look in his eyes. As a sword, he has a wicked black grip with two eyes set in the hilt.
- Personality: A lifestyle all about women and fighting is what Chaos lived in his mortal life, and it's what he still lives now. He is an unapologetic, womanizing brute.
- Additional Powers: In addition to Demons, Chaos' Demonslayer properties may be applied to any Creature with the Immortal or Aberrant type.
- GOALS OF CHAOS
- Bed as many women as possible.
- Beat down anyone who gets in your way.
- Find a way to somehow combine mass violence and sex.
- CONCORDANCE STARTING LEVEL: 5
- Owner Kills a Demon +2
- (Max 2 per day)
- Owner beds a woman +2
- (Against her will) +3
- Owner beds a female demon +3
- Owner kills a foe of higher level +1
- (Max one per day)
- Owner is a Paladin -2
- Owner is celibate -2
- Owner has not had sex for a week (Void if already celibate) -2
- (Each additional day) -1
- Owner is a homosexual male -3
- PLEASED (16-20)
- "GOOD!! GOOOOD!!"
- You and Chaos are the antithesis of peace and conventional sexual morality. Oh well, the ride's fun at least
- Property: Your damage die increases by one size against Demons, Immortals, Aberrants, and Elementals
- Property: You gain Resist All 3/6/10
- SATISFIED (12-15)
- "This is the good life!"
- You and Chaos seem to get along swimmingly--what horror have you unleashed?
- Property: You gain Resist All 2/4/8
- NORMAL (5-11)
- "Let's get going already!"
- Chaos is eager to get your real adventuring underway, but you're not sure if your body can take it...
- UNSATISFIED (1-4)
- "What, you gay or something?"
- Chaos is displeased with your lack of action (pun intended). You don't know if this is a good thing or not. You lose Demonslayer At-Will ability.
- ANGERED (0)
- "Bah! I never should have come along!"
- Chaos regrets even looking at you, and will leave at the first opportunity
- MOVING ON
- Chaos bids his farewell, taking along any women you have collected in your journeys. He leaves a gift of Gold or a replacement sword if he is pleased--otherwise, he attempts to kill you.
- ASTREA
- "Count your crimes, villain; judgment is here."
- Base Weapon: Double Scimitar Holy Avenger
- Overview: The sacrifice of a thousand angels created the being known as Astrea. Forged to be wielded against all evil, god and primordial alike, Astrea is a guardian of all mortal life.
- Appearance: Astrea has many humanoid forms she can take, but she always appears as a female with clear blue eyes. As a Double Scimitar, she is a remarkably beautiful sword, with sapphire blades and a platinum grip.
- Personality: Astrea's honorable poise and sharp gaze induces guilt in all but the most pure individuals. Her words are incredibly harsh and strict, and one would assume her arrogant--however, she is merely acting with the knowledge that she is the strongest holy sword.
- Additional Powers: Astrea deals an additional 1d6 damage against Immortal, Elemental, and Aberrant Creatures once per turn.
- GOALS OF ASTREA
- Punish the Wicked
- Establish just order in the cosmos
- CONCORDANCE Starting Level:5
- Owner is a Paladin +2
- Owner is Lawful Good +2
- Owner banishes a Devil or Demon +2
- (Max 2 per day)
- Owner defeats an Evil God or Primordial +3
- Owner defeats an Evil Aligned Mortal +1
- (Max 2 per day)
- Owner negotiates with Evil -2
- Owner is Evil or Chaotic Evil* No Concordance can be gained.
- Owner uses demonic or infernal magic -2
- Owner knowingly and willingly kills a Good Aligned character -2
- Owner breaks an oath -1
- PLEASED (16-20)
- "The price of freedom is eternal vigilance"
- Astrea and you are practically one in mind.
- Property: Astrea's damage die increases to 1d8 against Evil or Chaotic Evil Creatures.
- Property: Astrea's Daily Power is now an Encounter Power
- SATISFIED (12-15)
- "I have not seen a mortal such as you in a long time."
- Astrea places her trust in you, and your souls begin to resonate. Invoking her protection becomes easier
- Property: Astrea's Daily Power can be used twice per day.
- NORMAL (5-11)
- "Do not let fear stay my blade."
- Astrea has selected you for her latest crusade. You should feel honored.
- UNSATISFIED (1-4)
- "Why are you hesitating?"
- Astrea can see your faults all too clearly. You feel her gaze boring into the back of your skull
- ANGERED (0)
- "..."
- Astrea refuses to speak, refuses to fight, and refuses to acknowledge your presence, if she has not left already.
- MOVING ON
- Astrea accomplishes her objective and gives you much thanks. For the next year, you will receive a +2 bonus in dealings with Angels or Good Aligned Immortals. If she was displeased with you, she simply leaves abruptly, at the worst possible moment.
