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- Khirthovel
- Three rituals are required to unlock all the abilities of Khirthovel, or you must obtain its soulgem.
- King's Gift: You must have the weapon passed on to you willingly by its owner (the last person who successfully attuned to Khirthovel) or the owner's rightful heirs.
- Know thy Pain: In combat with real foes, you must allow an enemy to strike you. That foe automatically scores a critical hit that rolls its damage base an additional two times instead of one time.
- Unite thy People: You must forge an alliance between two or more disparate groups of people in order to unite them against a common foe, and you must work to protect them from that foe until the danger is past.
- Wielder Requirements
- The typical wielder of Khirthovel is a Paragon character who has some fighting skill. It is most useful to a character interested in developing leadership and spirit-based skills.
- Khirthovel Wielder Requirements
- Any non-renegade
- Trainer-Level 4
- Novice Charm
- Base Effect:
- Khirthovel is a jet-black scimitar, with a plain hilt decorated by a single large bloodstone in the pommel. The blade appears to be in perfect condition.
- When unsheathed, the weapon glows blue with enough strength to illuminate a 5-meter radius with no shadowy illumination. In combat, this light changes to a deep red, with no change in strength of illumination.
- Khirthovel ignores the DR of objects and terrain and grants a +1 Versatile bonus to accuracy checks and a +2 Versatile bonus to the users damage rolls.
- As a Daily frequency free action, the user can, before learning the results of their roll, reroll one Charm check.
- Novice Combat Moves:
- Slash
- Leg Sweep
- LV5
- Least Ability
- LV9
- Lesser Ability
- LV13
- Least Ability
- LV17
- Greater Ability
- LV21
- Least Ability
- LV25
- Lesser Ability
- LV29
- Greater Ability
- LV33
- Lesser Ability
- LV37
- Greatest Ability
- LV41
- Greater Ability
- LV45
- Greatest Ability
- LV49
- Greatest Ability
- Least Abilities:
- Detect Thoughts
- Daily - Standard Action
- All creatures in a 12-meter cone are targeted by this ability. You're able to detect surface thoughts though the amount of information revealed depends on how long you study the area or subject(s).
- 1st Round
- Presence or absence of thoughts.
- 2nd Round
- The number of thinking minds and a general idea of their intelligence. You know the location of the thinking minds, even if you can't see them and know whose thoughts you are detecting.
- 3rd Round
- Surface thoughts of any mind in the area. If the creature succeeds a Focus Check with a DC equal to 12+(half the level of Khirthovel) they become aware that their mind is being touched by some strange force, presumably psychic, but don't know exactly what the force is doing.
- Each round, you can turn to detect thoughts in a new area. This effect can penetrate barriers, but 12 inches of stone, 6 inches of metal (iron, steel, etc.) or 1-meter of wood or dirt blocks it.
- Strength of Kings
- Static
- While Khirthovel is wielded or carried it grants you a +2 enhancement bonus to Power and a +5 enhancement bonus to damage rolls with melee weapons.
- Loyal Servitor
- Static
- Loyal Servitor is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean. The loyal servitor can only perform one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can only open normal doors, drawers, lids, and the like. It has an effective Power of 2 (so it can lift 20 lbs. or drag 100 lbs.). It can trigger traps and such, but it can exert only 20 lbs. of force. It can't perform any task that requires a skill check with a DC higher than 6. Its movement capability is 3 Overland or 3 Levitate.
- The loyal servitor cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes damage from any area attacks.
- It ceases to exist if you, or it, moves more than 7-meters away from you but re-forms 1 round later in any square adjacent to you.
- Lesser Abilities
- Merciful Redress
- Daily x3 - Standard Action or Extended Action (5 minutes)
- As a Standard Action by touching Khirthovel to a creature you can instantly restore a number of their Hit Points equal to 1/4th of their Max Hit Points or as an Extended Action consuming 2 Daily uses, remove 1 injury from a creature you touch with Khirthovel.
- You must speak a command phrase to use Merciful Redress, "Your strength shall return!"
- Detect Thoughts Improvement
- Prerequisites: Detect Thoughts
- Increases the number of Daily uses of Detect Thoughts by 1.
- This Ability can be acquired up to two times.
- Greater Abilities
- Enstrengthen Khirthovel
- Static
- Khirthovel grants a +2 Versatile bonus to the critical hit range of all attacks made with it.
- Lordly Orator
- Static
- You gain a +5 Competence bonus on Charm checks for diplomacy. In addition, you can attempt diplomacy as a full-round action without penalty - unless the target is currently hostile (though you retain the competence bonus).
- Expel from the Realm
- Daily - Full Action
- By issuing the command word, "Begone!" and gesturing with the sword, you can force a creature into the reverse world. The creature can make a Fortitude Check to resist the effect. The Save DC is 13, or 11 + your Charm Rank, whichever is higher.
- Greatest Abilities
- Loyal Allies
- At-Will - Standard Action
- By uttering the command phrase "To me!" and gesture with the sword, you can summon one Neutral or Paragon ally within a range equal to twice your Charm Rank to a square adjacent to you. By changing Loyal Allies frequency to Daily and expending its use, you can instead summon all Neutral or Paragon allies within a range equal to twice your Charm Rank to a square adjacent to you.
- True King's Blade Power
- Static
- As a Shift Action, by gently gliding your hand along the blade you can change the swords damage Type to Electric. And as a Free Action, if you score a critical hit with the sword it causes the electricity to burst (1-meter) and pass the damage you dealt to the initial creature to all creatures in range.
- King's Command
- Daily - Standard Action
- By issuing the command "Hear and obey!" and gesture with the sword, you can attempt to dominate a creature (not a Trainer). The creature can make an Intuition or Focus check to resist. The DC is 16 or 14 + your Charm Rank.
- You and the creature must share a common language and you can force the subject to perform as you desire, within limits of its abilities. If no common langauge exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still."
- Once you have given a dominated creature a command, it continues to attempt to carry out that command at the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).
- Changing your instructions or giving a dominated creature a new command is a Shift Action.
- If you don't spend at least 1 round concentrating on this effect each day, the subject is able to attempt a new Save Check to throw off the domination.
- The Domination lasts a number of days equal to the level of the sword.
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