Sword of Kings (3.5e Equipment)
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Sword of Kings[edit]
The Sword of Kings uses the Functional Weapons of Legacy variant rule.
Price: | 2335 gp |
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Body Slot: | Held |
Caster Level: | 20th |
Aura: | Strong Universal (DC 30) |
Activation: | See Text |
Weight: | 22 lb |
This bastard sword is well made, but otherwise unremarkable for its kind if it wasn't embedded within a heavy granite block of stone, the cubic surface covered in engraved runes detailing the legend of the sword of kings. It is said that he who pulls the sword from the stone would be given the right of to be king. It is a pity then that the sword has never been pulled free, rendering the use of this sword difficult to impossible.
The Sword of Kings is a bastard sword of an ancient and powerful king of legend who at one point controlled the entire world. A representation of his authority, the story tells that in his final battle, his sword was embedded within the ground where he defeated a great evil and was never able to be removed. Though the king and his kingdom are long gone, the legend remains. Yet none have been able to draw the blade, and so to "use" the sword of kings, one must swing it with the heavy rock attached, turning it into a crude but disturbingly effective stone sledgehammer. Those proficient in martial weapons may use the sword of kings as a two-handed weapon, or one-handed with exotic weapon proficiency in bastard swords. Feats and abilities which apply to bastard swords or warhammers apply to this weapon (regardless if the stone is attached or not).
It starts out as a +1 bastard sword that does bludgeoning damage with a 20/x3 critical, and glows within 30 ft of evil creatures as if using a constant detect evil. Because it is not intended to be swung as a hammer, you take a −4 penalty on all attack rolls. It bypasses DR/good as if it were a good aligned weapon. Evil creatures which pick up the sword of kings gain a negative level, as if they were wielding a holy weapon. As various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are performed when unlocking this weapon's power. They must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level prerequisites). Rituals cost gold (in the form of feeding the weapon raw materials) and xp, with an additional prerequisite. Once the 1st level ritual is unlocked, the sword-turned-hammer displays its omen effect. You can take time out and spend 8 hours bringing the weapon to the next level once you have the prerequisites.
The Sword of Kings is a unique magic item, on its way to becoming an artifact. While it has a price, it cannot be completely destroyed. If reduced to 0 hp, it instead falls inert in a broken condition, and unable to be used until repaired, but is not destroyed as items usually are. It is treated as an artifact against the effects of mage's disjunction.
Omen: When wielded, the runes on the hammer light up. The wielder is surrounded by a pale golden aura around their head, not unlike a halo or a crown.
1st Ritual (Nobility)[edit]
Blessings from Heaven: You may use bless as a free action 1/day.
Royal Blood: You gain a +6 bonus on Diplomacy, Knowledge Nobility, and Intimidate checks, and may use the checks untrained as long as you are the owner of this weapon (that is, if you have wielded the weapon in at least a year and have unlocked at least the current ritual).
Unwieldy Penalty 1: The penalty to attack rolls from this weapon decreases to −3.
Weapon Bonus: The enhancement bonus on the weapon is improved to +2. This bonus increase is not counted in the overall price for enhancing the weapon further.
Prerequisites: BAB +1, must have at least 4 ranks in Diplomacy, and convince a hostile creature to become helpful over any period of time.
Cost: 2,000 gp, 80 xp.
2nd Ritual (Evil's Bane)[edit]
Cleave and Smite: You may smite evil as a paladin of your character level at will, but only once per creature. Once used, the creature is immune to further smite attempts from this weapon for 24 hours. If you accidentally smite a creature which is not evil, you take backlash damage equal to the damage of your smite. If you manage to drop an evil creature with your smite attack, you gain an immediate cleave as per the feat, but only against another evil creature.
Heavy Impact: You may choose to bull rush opponents you successfully hit with your hammer as part of the attack action, without provoking attacks of opportunity. You do not follow your opponent through with your bull rush.
Unwieldy Penalty 2: The penalty to attack rolls from this weapon decreases to −2.
Weapon Enhancement: You gain the effects of the Bane enhancement, but against all creatures of evil alignment. This bonus increase is not counted in the overall price for enhancing the weapon further.
Prerequisites: BAB +4, must defeat an evil creature of at least your CR +2 or higher. You can have help, but you must have done something to aid in the demise of this creature.
Cost: 8,000 gp, 320 xp.
3rd Ritual (Fit to Lead)[edit]
Heroic Presence: All allies (except yourself) within a 20 ft radius of you benefit from a constant heroism spell.
Leader of Men: As long as you are the owner of this weapon, you gain the Leadership feat as people begin to recognize your authority.
Unwieldy Penalty 3: The penalty to attack rolls from this weapon decreases to −1.
Weapon Bonus: The enhancement bonus on the weapon is improved to +3. This bonus increase is not counted in the overall price for enhancing the weapon further.
Prerequisites: BAB +8, must have at least 11 ranks in Diplomacy, and convince a group of 7 or more hostile creatures to become helpful over any period of time. The previous hostile creature from the 1st ritual counts to your total.
Cost: 18,000 gp, 720 xp.
4th Ritual (Darkness Sealed Away)[edit]
Fearless Loyalty: You become immune to fear, as well as any charm and compulsion effects which would place you into conflict with allies.
Seal Evil: Whenever you bring an evil creature to 0 hp or less, you can choose to seal away their evil into the stone instead of killing them. These creatures are trapped as the spell imprisonment, though it leaves a visible crystal sphere at the point they were sealed. Other creatures can break the crystal (hardness 8, 10 hp) by force to release the occupant, otherwise they are safely contained. They may be released as normal for imprisonment as well. Creatures get a Will save to resist equal to the excess damage beyond 0 hp. If they succeed on the Will save, they are not imprisoned but may die as normal if the blow would kill them.
Unwieldy Penalty 4: The penalty to attack rolls from this weapon vanishes completely.
Weapon Enhancement: You gain the effects of the Holy enhancement, which stacks with the actual Holy enhancement. This bonus increase is not counted in the overall price for enhancing the weapon further.
Prerequisites: BAB +12, must defeat an creature with the [Evil] subtype of at least your CR +3 or higher, but you must have done something to aid in the demise of this creature.
Cost: 32,000 gp, 1,280 xp.
5th Ritual (The Crown)[edit]
Divine Blessing: You gain divine blessing as a paladin. If you already have divine blessing, you gain a +3 bonus to your save bonus from divine blessing.
Right to be King: You are now able to remove the sword from the stone, thus completing the 6th ritual right away. However, you may not wish to, as you become fully aware of the nature of the stone the sword embeds itself into. It is no rock, but the petrified heart of a great evil which would destroy the world. It may be wiser to continue using the Sword of Kings as a hammer and not tempt fate...
Symbol of Authority: As long as you are the owner of this weapon, you gain a +10 bonus to your Charisma for determining bonuses for your Leadership feat and for Charisma based skill checks and ability checks.
Weapon Bonus: The enhancement bonus on the weapon is improved to +4. This bonus increase is not counted in the overall price for enhancing the weapon further.
Prerequisites: BAB +16, must establish ownership over a residence or land the size of a mansion or larger, and you must defend your territory from a threat at least your CR +4. The residence or land must survive the attack on it to count. In addition, you must be recognized as nobility by a current leader of another nation or group.
Cost: 50,000 gp, 2,000 xp.
6th Ritual (Kingship)[edit]
Absurd Strength: It seems that swinging around the sword of kings with a heavy counterweight for so long has caused you to grow strong, though once again you are thrown off balance. You once again take the −4 penalty to attack with the weapon, but gain a +16 bonus to damage rolls. You also automatically beat any break DC equal to your BAB or less, and ignore an amount of hardness and damage reduction equal to your BAB.
An Ancient Evil Awakens: When you removed the sword from the stone, the imprisoned spirit of the great ancient evil escapes into the world. Though you have claimed true kingship, it comes at the cost of danger. The nature of the ancient evil is up to the DM, but is a creature of at least CR 25. It will re-appear within the world within 1d12 weeks of removing the sword from the stone and threaten the world, especially that of your newfound kingdom. How you choose to deal with the beast is up to you, but if you seal it using Seal Evil, the evil is contained within a heavy stone at the end of the blade and the sword reverts to its 5th ritual status. To this date, none have successfully kept the beast down for good without resorting to sealing the evil.
Immortal History: The wielder of the blade is a true king. They become biologically immortal and no longer age or take aging penalties. Even if they are killed, those loyal to him may perform a ritual, with the sword of kings as the focus, to return their king. The ritual takes 1 hour under the full moon, and returns the wielder as if by true resurrection with no cost.
Kingdom Come: By divine right, others recognize you as the rightful leader of whatever forces are loyal to you. From the midst of time arrives a floating island kingdom, the ancient kingdom of old, large enough to support a viable population and a large city. You are able to control the flying island with mental command (a standard action) and it flies at a speed of 500 ft a round, though it never comes closer than 60 ft to the earth and any terrain. You may transport any willing creatures underneath the island onto the island above (and vice versa) as a standard action, and a portal exists on the island to teleport people down onto the ground below as well without your intervention. The island arrives lush in flora, but barren of buildings and civilization. You may construct upon the island using the sword of kings as if it were a lyre of building (using your attack roll as your Perform check) with no weekly limitation on construction. If the wielder perishes and the sword goes unclaimed for a year and a day, both sword and island will vanish. The sword will re-appear later once again in stone. The island will not re-appear, and none know where its inhabitants go.
Prerequisites: BAB +16, remove the sword from the stone and deal with the consequences of doing so.
Cost: 0 gp, 0 xp.
Prerequisites: N/A.
Cost to Create: Unique item, cannot be created.
Back to Main Page → 3.5e Homebrew → Equipment → Magic Weapons
Eiji-kunv |
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Author | Eiji-kun + |
Body Slot | Held + |
Cost | 2335 gp + |
Identifier | 3.5e Equipment + |
Rated By | Leziad + |
Rating | Rating Pending + |
Summary | A weapon of legacy bastard sword embedded … A weapon of legacy bastard sword embedded in a magic stone, and it is said that any who can draw the sword from the stone earns the right to be king. There is a small problem; no one has been able to do so. As it grows, it grants greater and greater powers. ows, it grants greater and greater powers. + |
Title | Sword of Kings + |