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Athos69
06-16-2004, 08:05 AM
‘Orogbane’

This great Karamhul waraxe is over 1,200 years old, and represents the greatest achievement of Kuldar the Pious, Archprelate of Moradin’s Forge of the time. Beset by the hordes of Orogs attacking the Kingdom of Baruk-Azhik, Kuldar, who was also a master smith, set about creating a weapon for the Overthane that would reflect the glory and protection of the Soul Forger, Moradin. In a technique that is only known to a handful of Karamhul weapon smiths today, the axe incorporates three metals in its design, but loses no strength for the composite construction involved.

The haft and blade of the axe are made of the finest steel that Karamhul can smelt, tempered in cold, pure water from the Khurinlach. Set within the blade, and running down the haft are fine veins of Tighmaevril, to capture and channel the divine essence of any slain scion to the wielder. Along the edge of the blade is set an edge of Moraskorr, the hardest known metal to any in Cerilia.

Kuldar spent much time in prayer and meditation while enchanting the blade. He specifically prayed to Moradin to imbue the weapon with his Holy power and to consecrate it for use against the Orog threat. Over the centuries, successive Overthanes have used this weapon to great effect in turning back hordes of Orogs, or cutting a swath through strong resistance and turning the tide of battle deep in the tunnels under the Kingdom.

Orogbane: Karamhul Waraxe +3, Holy Orogbane. +3/+5 vs. Orogs; Damage: d10+3 (+2d6 vs. Orogs) (+2d6 vs. Evil); Crit x3; SQ: Moraskorr (Adamantine) [Ignores Hardness less than 20], Tighmaevril (Bloodsilver) [Acts as a Bloodsilver weapon].

irdeggman
06-16-2004, 09:16 AM
Interesting, but shouldn't be Tighmaevril. There is/was only one person who could craft Tighmaevril weapons and he was an elf named Ghoigwnnwd. All Tighmaevril weapons must be traced to Ghoigwnnwd since he is/was the only one to know how to craft the material properly.

Also, in the rev to Chap 8 I'm going to change Tighmaevril from a type of enchantment (really was wrong to go that way) to a material type. And since an item can really only have one material type. . . .

graham anderson
06-16-2004, 11:19 AM
I think he put down Tighmaevril because it is given it in the 2nd ed books. There is a number of ways you can handle this you can say that it doesn't have Tighmaevril , that it was made at least partly by Ghoigwnnwd , that dwarves have the knowledge to reforge Tighmaevril but not create it, that this is a specialised artifact that uses an enchantment like drain bloodline , that Tighmaevril was not only created by Ghoigwnnwd I think in one of the books it has Tighmaevril being found in a monolith builders elf ruin. The monolith builders were a highly magical group even for elves maybe it was them that created the Tighmaevril first but Ghoigwnnwd learned it from them. There are lots of ways you can explain this it had the ability in 2nd ed I don't realy have a problem with it having it in 3.5.

destowe
06-16-2004, 01:26 PM
How does the BRCS explain the Wizard's ring in the magic item section? That is described as a plain Tighmaevril band.

Perhaps Ghoigwnnwd made the only weapons forged entirely by with the material. Since Orogbane only works against orogs, it could have been a mistake in the forging. It 'partially' works. Pure bloodsiver works on everyone, this does not.

graham anderson
06-16-2004, 03:27 PM
I think the item found in the monolith builder ruins was jewelery as well so maybe they used it for jewelery but not weapons as I think the books say they used stone weapons. You could say that they made jewelery out of it but Ghoigwnnwd made weapons out of it.

The item could just be enchanted with the blood drain spell which has a similar effect to Tighmaevril and prevents any disagreement about if it should contain Tighmaevril or not.

Osprey
06-16-2004, 05:13 PM
I don't think Tighmaevril really needs to be part of a dwarven artifact. It is pretty specifically elven.

Also, how many blooded orogs are there, that the high priest would make such an effort to include a bloodline-draining effect? Wouldn't he be more focused on kicking orog butts?

And, if this guy was such a great articifer, to have made a weapon unparalleled since, shouldn't he be a little higher than 9th level? i say this because all of the item's powers require only a 9th level caster - rather weak for the almighty great artifact of Baruk-Azhik.

Just uping the enhancement bonus to +4 would be a good start (12th level caster), and even +5 isn't unreasonable for a legendary item (15th level cleric). These are dwarves, some of the great weapon forgers of all time. If there's one type of artifact they have that is incredible, that axe should be one of them.

Really, a 15th level cleric isn't at all unreasonable for a dedicated dwarven cleric who lives for hundreds of years. I see no reason for less magic items in the BR world to mean less powerful ones, especially in the case of long-lived races like the dwarves and elves. They should have a few artifacts that most humans could onlydream of crafting.

To keep the triple-metal idea, what about an alloy of Moraskorr, steel, and Cold Iron? I don't know how much the orogs call on creatures of the Shadow World, but I was thinking Cold Iron should be baneful (penetrate damage reduction and regeneration or fast healing) to all native creatures of the Shadow World. Certainly to the Seelie and Unseelie at the very least.

Eh, but really, that's extraneous. The axe being Moraskorr and highly enhanced (+5 Moraskorr Holy Waraxe, Bane vs. Orogs) seems quite potent enough...it will sunder shields, armor, and weapons like butter, even magical ones won't last long. Ooohhhh! [shiver] I hate sundering, but dang is it useful. :(

Osprey

Athos69
06-16-2004, 05:30 PM
And, if this guy was such a great articifer, to have made a weapon unparalleled since, shouldn't he be a little higher than 9th level? i say this because all of the item's powers require only a 9th level caster - rather weak for the almighty great artifact of Baruk-Azhik.
This weapon requires an 18th level caster to create. +3, Holy (+2), Bane (+1) for a total of +6. Further, the level of expertise that is needed to have different metals incorporated into the item without alloying them is what truly makes this weapon a marvel.

As to the bloodsilver, I had thought that if Kuldar had been able to gain posessession of even slivers or fragments of sundered bloodsilver weapons. the pieces could be incorporated into the waraxe in much the same way that the moraskorr blade edge was incorporated into the weapon.

All in all, thanks for the comments -- this is exactly what I wanted for feedback.

Osprey
06-16-2004, 05:43 PM
This weapon requires an 18th level caster to create. +3, Holy (+2), Bane (+1) for a total of +6.

Nope, read up on creating magic weapons and armor. The minimum caster level is figured seperately for the actual enhancement bonus to the weapon and for an special abilities added on. The enhancement bonuses are added together soley for the purpose of determining market value and gp/xp costs to create.

Here's the SRD section:

CREATING MAGIC WEAPONS
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met. [Bold my own addition for emphasis].

So, breaking it down:

+3 Enhancement Bonus: Caster Level 9th
Holy: Caster Level 7th, must have the Holy Smite spell (Good cleric domain ONLY!)
Bane: Caster Level 8th, Summon Monster I spell required (basically any spellcaster can add this special ability to a magic weapon)

So, 9th level equals minimum caster level for the weapon. As a +5 weapon it would be minimum caster level 15th - much more impressive and respectable for the great axe of the dwarven overthanes of Baruk-Azhik.

Athos69
06-16-2004, 05:53 PM
OK, thanks for that Osprey, it was something I had missed. I suppose that will teach me to read a bit deeper than that!

So yes, the weapon would be +5 / +7 vs. Orogs then (ick, that *is* mighty, indeed!). If we wanted to 'max out' the weapon, we have another +2 in special abiities to play with... Keen Defending anyone?

(or even better, Axiomatic)

Osprey
06-16-2004, 06:05 PM
So yes, the weapon would be +5 / +7 vs. Orogs then (ick, that *is* mighty, indeed!). If we wanted to 'max out' the weapon, we have another +2 in special abiities to play with... Keen Defending anyone?

(or even better, Axiomatic)

I'd say +8 total enhancement is quite hefty enough, and as orogs are NE, aximoatic would be no help against them anyways. Though throwing Keen onto an adamantine waraxe does seem very appropriate...

Athos69
06-16-2004, 06:35 PM
‘Orogbane’

This great Karamhul waraxe is over 1,200 years old, and represents the greatest achievement of Kuldar the Pious, Archprelate of Moradin’s Forge of the time. Beset by the hordes of Orogs attacking the Kingdom of Baruk-Azhik, Kuldar, who was also a master smith, set about creating a weapon for the Overthane that would reflect the glory and protection of the Soul Forger, Moradin. In a technique that is only known to a handful of Karamhul weapon smiths today, the axe incorporates three metals in its design, but loses no strength for the composite construction involved.

The haft and blade of the axe are made of the finest steel that Karamhul can smelt, tempered in cold, pure water from the Khurinlach. Set within the blade, and running down the haft are fine veins of Tighmaevril, to capture and channel the divine essence of any slain scion to the wielder. Along the edge of the blade is set an edge of Moraskorr, the hardest known metal to any in Cerilia.

Kuldar spent much time in prayer and meditation while enchanting the blade. He specifically prayed to Moradin to imbue the weapon with his Holy power and to consecrate it for use against the Orog threat. An additional enchantment increases the cutting power of the moraskorr edge.

Over the centuries, successive Overthanes have used this weapon to great effect in turning back hordes of Orogs, or cutting a swath through strong resistance and turning the tide of battle deep in the tunnels under the Kingdom.

Orogbane: Karamhul Waraxe +5, Keen Holy Orogbane. +5/+7 vs. Orogs; Damage: d10+5 (+2d6 vs. Orogs) (+2d6 vs. Evil); Crit 19-20 x3; SQ: Moraskorr (Adamantine) [Ignores Hardness less than 20], Tighmaevril (Bloodsilver) [Acts as a Bloodsilver weapon], Keen.

destowe
06-16-2004, 06:36 PM
Keen on something with a 20 crit is not that great, at least my thoughts.

But with that much damage being done, how about add Mighty Cleaving?

If you wanted a little more power, Speed Weapon.

Athos69
06-16-2004, 06:39 PM
Sorry Dan... Speed is a +3 enhancement bonus. We're already at +8

destowe
06-16-2004, 06:44 PM
Sorry about that. I thought it was still +3. Although dropping it back down to +3 would help. (Giving up a better +10% chance to hit and +2 to damage for another attack. Would be very nice in the hands of a dwarven defender.)

Osprey
06-16-2004, 06:51 PM
Speed might be nice, but how appropriate for a Dwarven Waraxe? Using the sucker one-handed is already a feat [literally] by itself, Speed just seems a bit over-the-top ridiculous.

And with Keen, the weapon is now +9...along with extra costs for being admanatine and tighmaevriel...whew!

Now THIS is a truly mighty weapon...the Overthane would kick all kinds of Orog butt leading the armies of Baruk-Azhik with this bad boy! :D

Athos69
06-16-2004, 07:08 PM
Ahhh, but Osprey: Dwarves can now wield the Waraxe in one hand as a Martial weapon proficiency under 3.5. Even the Urgosh is now a Martial wapon for Dwarves. (but for everyone else, they're Exotic.)

Athos69
06-16-2004, 07:12 PM
damn... Keen Edge is a Wiz/Sorcerer spell, so unless there was outside help, or a heretofore unknown Karamhul mage, Keen is out....

Any suggestions people?

RaspK_FOG
06-16-2004, 10:50 PM
First of all, I would really like to see an Overthane that does not have Improved Critical (dwarven waraxe)! :lol: In case you people have forgotten, Improved Critical and keen no longer stack.

Want to be a little bad with that weapon? Give it orog bane as an enchantment... And yes, you guessed it alright: that puts the weapon up to +10!

Athos69
06-16-2004, 10:53 PM
already has it RaspK!

It's an Orogbane weapon :)

Athos69
06-16-2004, 10:56 PM
Of course now that we can't use Keen, we have +3 left over to throw Speed in there...

Now THAT gets sick, adding an extra attack at the full attack bounus...

Athos69
06-16-2004, 11:01 PM
So... we come to Version 3...

‘Orogbane’

This great Karamhul waraxe is over 1,200 years old, and represents the greatest achievement of Kuldar the Pious, Archprelate of Moradin’s Forge of the time. Beset by the hordes of Orogs attacking the Kingdom of Baruk-Azhik, Kuldar, who was also a master smith, set about creating a weapon for the Overthane that would reflect the glory and protection of the Soul Forger, Moradin. In a technique that is only known to a handful of Karamhul weapon smiths today, the axe incorporates three metals in its design, but loses no strength for the composite construction involved.

The haft and blade of the axe are made of the finest steel that Karamhul can smelt, tempered in cold, pure water from the Khurinlach. Set within the blade, and running down the haft are fine veins of Tighmaevril, to capture and channel the divine essence of any slain scion to the wielder. Along the edge of the blade is set an edge of Moraskorr, the hardest known metal to any in Cerilia.

Kuldar spent much time in prayer and meditation while enchanting the blade. He specifically prayed to Moradin to imbue the weapon with his Holy power and to consecrate it for use against the Orog threat. An additional enchantment enables the weilder to strike swiftly.

Over the centuries, successive Overthanes have used this weapon to great effect in turning back hordes of Orogs and cutting a swath through strong resistance to turn the tide of battle deep in the tunnels under the Kingdom.

Orogbane: Karamhul Waraxe +5, Holy Orogbane of Speed. +5/+7 vs. Orogs; Damage: d10+5 (+2d6 vs. Orogs) (+2d6 vs. Evil); Crit x3; SQ: Moraskorr (Adamantine) [Ignores hardness less than 20], Tighmaevril (Bloodsilver) [Acts as a Bloodsilver weapon], Speed [Allows an additional attack each round at the full attack bonus].

destowe
06-16-2004, 11:41 PM
Maybe it is time to add another domain to the cleric.

Skilled in the creation and identifying of magical weapons.

Domain: Weaponeer
Domain Ability:

Bonus Feat: Metacreative (without the prerequisites.)

Benefit: The character can create magic weapons as if his or her effective caster level were one less than his or her actual level (minimum 1st level). The character must still be of high enough level to cast the spell in question. The chatacter can choose to use or not use this feat on each new magic weapon he or she creates. (mostly the same as the psionic feat, but only weapons instead of all items.)

Bonus Spells

1st Identify
2nd Bless Weapon
3rd Mass Magic Weapon
4th Keen Edge
5th Greater Magic Weapon
6th Rusting Grasp
7th Analyze Dweomer
8th Mage Sword
9th Repel Metal or Stone

destowe
06-16-2004, 11:45 PM
Identify and Anaylze Dweomer are needed, as only bards can do Analyze as a 6th level spell.

Bless Weapon, Rusting Grasp, Repel are paladin or druid spells. But bumping them up a level should balance them out.

Mage Sword just fits the theme. (And it is the only way to make wounding weapons.) Bumped as it is a wizard spell.

Keen Edge is for the same reason. Bumped also.

tcharazazel
06-17-2004, 12:54 AM
Orogbane: Karamhul Waraxe +5, Holy Orogbane of Speed. +5/+7 vs. Orogs; Damage: d10+5 (+2d6 vs. Orogs) (+2d6 vs. Evil); Crit x3; SQ: Moraskorr (Adamantine) [Ignores hardness less than 20], Tighmaevril (Bloodsilver) [Acts as a Bloodsilver weapon], Speed [Allows an additional attack each round at the full attack bonus].

I hate to say this, however, isnt that a +11 weap?

+5 enhancement
+2 for Holy
+1 for Bane
+3 for Speed
----
+11 total


Also Speed requires the haste spell which isnt a cleric spell.

If Wounding didnt require Mage's sword... it would fit there nicely, oh well.

There also is Flaming Burst, heh, the fires from Moradin's Forge.

Athos69
06-17-2004, 01:02 AM
Good catch T'char... dropping Speed, we can slot in 2 other enchantments that 'fit' the concept and racial characteristics: Defending and Mighty Cleaving, both of which are accessible by a Cleric.

Version 4 (we're getting closer!)

Orogbane: Karamhul Waraxe +5, Holy Defending Orogbane of Mighty Cleaving. +5/+7 vs. Orogs; Damage: d10+5 (+2d6 vs. Orogs) (+2d6 vs. Evil); Crit x3; SQ: Moraskorr (Adamantine) [Ignores hardness less than 20], Tighmaevril (Bloodsilver) [Acts as a Bloodsilver weapon], Defending [Allows the wielder to transferup to 5 points from the weapon's enhancement bonus to his own AC], Mighty Cleaving [allows the wielder to make 1 extra Cleave attack, if the wielder posesses the Cleave feat].

destowe
06-17-2004, 02:33 AM
Hmmm. This appears to be more of an offensive weapon.

How about dropping Defending and replace it with Blood Bane?

Let's see. +2d6+2d6+2d6 against blooded evil orogs = :lol:

Osprey
06-17-2004, 03:54 AM
I can't remember where, but somewhere in the 3.5 material it sopecifically mentions that Bane effects do not stack on magic weapons. While you could have 2 or more Banes on a weapon [though I think this is cheezy], they only expand the kinds of creatures that the weapon is enhanced against.

Athos, I'm still a bigger fan of keeping the axe as +5, Holy, Bane vs. Orogs - that's a +8 weapon.

Really, don't you think this is a sufficiently mighty weapon without making it utterly ridiculous? It has everything that's important.

Might Cleaving - now here's a waste of XP for a creator if I ever saw one - one extra cleave per round if you have the Cleave feat? Whoopdie friggin doo!!! Get the Great Cleave feat, and you can cleave all you want! Far superior for cutting through the masses, otherwise one cleave a round is all most characters will ever use.

Defending - Always a useful feat, again I think it's just thematically all wrong.

The more stuff you load on here, the less-liked it will be by the Atlas team, I'll bet money on that. ;)

As a +8 total weapon, it&#39;s already far superior to any of the other "official" magic weapons, like Michael Roele&#39;s pathetic sword. <_< While this seems justified based on my former arguments, we probably need at least a little bit of compromise to make the low-magic crowd somewhat mollified. Stacking it up to a +10 weapon is going to make it an almost impossible sell for inclusion into the Atlas - mark my words. Even at +8, it&#39;s gonna be tough...

Osprey

Athos69
06-17-2004, 04:17 AM
Good points, all of them.

I think +5 Holy Bane is sufficient. (and still a kick-ass weapon for its intended purpose. It also showcases the highly advanced metalworking skills at the pinnacle of Dwarven craftsmanship.

Osprey
06-17-2004, 04:19 AM
I think +5 Holy Bane is sufficient. (and still a kick-ass weapon for its intended purpose. It also showcases the highly advanced metalworking skills at the pinnacle of Dwarven craftsmanship.

True dat, man.

Now, you have only to convince the conservatives and skeptics (yeah, you know who you are ;) ) to somehow allow a dwarven axe to have tighmaevriel welded into it...

Athos69
06-17-2004, 04:46 AM
Well one thing I devised along with the player of Moradin&#39;s Forge in a game I&#39;m currently playing, is a part of the heirarchy of that temple.

We both came up with a position of high honour in the temple called The Keeper of the Flame, who tended the central forge, ensuring that it never was extinguished, and also serving as the chief artificer for the Temple and Kingdom. In the capacity of Keeper of the Flame, the priest would maintain a high level of skill in both weaponsmithing and armoursmithing. On occasion, the Keeper could be selected as the next Archprelate, which is something that happened in the case of Kuldar.

As a rule of thumb, to create an item that has a fusion of two dissimilar metals, like steel and moraskorr, it would require the item to be Masterwork and have a DC of about 25 to 30. In the case of three, I would set the DC at 35 to 40, and require the Dwarven Artisan feat to do so. Kuldar was 18th level when he created this axe, and had the opportunity to attempt such a difficult task.

Benjamin
06-17-2004, 12:21 PM
Originally posted by Athos69@Jun 16 2004, 05:56 PM
Now THAT gets sick
Exactly. Which to me seems a lot like munchkinism. I apologize for being negative.

After all, BR is a low-magic campaign. Bringing this weapon into existence will make it the target of theft by 4711 thieves and awnsheghlien. Also, if it is so amazing and powerful, why don&#39;t the Overthanes use it (it would be listed in canon materials).

I have no problem with cool magic items, but something this powerful to me overwhelms the game. After all, +1 swords are family heirlooms passed down through generations.

RaspK_FOG
06-17-2004, 01:28 PM
I can now be officially proclaimed BLIND&#33; Whee...

irdeggman
06-17-2004, 02:28 PM
Can someone give me the 2nd ed BR references (and page numbers) for Orogbane and the wizard&#39;s ring that have been mentioned?

I would like to check out the &#39;original&#39; wording for them.

graham anderson
06-17-2004, 03:43 PM
Book of magecraft page 74
for mage ring

and page 77 of ruins of empire for axe

graham anderson
06-17-2004, 04:01 PM
I think that the axe orogbane was fine as a +3 axe that acts as a tighamvril weapon against orogs. I would rather have it enchanted with a version of blooddrain a level 9 spell. Without tighamvril this is a hefty magical item with a level 9 spell. I agree with benjamin its going a bit munchkin.

irdeggman
06-17-2004, 04:24 PM
Regarding multiple special materials:

DMG (3.5) pg 283 "If you make a suit of armor or weapon out of more than one special material, you get only the benefit of themost prevalent material. . . .However, you can build a double edge weapon with each head made of a differrent special material."

irdeggman
06-17-2004, 04:40 PM
Originally posted by destowe@Jun 16 2004, 08:26 AM
How does the BRCS explain the Wizard&#39;s ring in the magic item section? That is described as a plain Tighmaevril band.

Perhaps Ghoigwnnwd made the only weapons forged entirely by with the material. Since Orogbane only works against orogs, it could have been a mistake in the forging. It &#39;partially&#39; works. Pure bloodsiver works on everyone, this does not.
IMO the elven wizard tighmaevril issue realy only applies to weapons. Similar to graham anderson&#39;s comments.

When I finish the rev to Chap 8 making it a special material I&#39;ll put in something clarifying that only the elven wizard had perfected the art of making weapons out of tieghmaevril. This shouldn&#39;t really be too much of a problem, since only weapons gain any benefit from the material.

ConjurerDragon
06-17-2004, 05:50 PM
Benjamin schrieb:



>This post was generated by the Birthright.net message forum.

> You can view the entire thread at:

> http://www.birthright.net/forums/index.php?act=ST&f=36&t=2689

>

> Benjamin wrote:

> QUOTE (Athos69 @ Jun 16 2004, 05:56 PM) Now THAT gets sick

>-----------------------------

>

> Exactly. Which to me seems a lot like munchkinism. I apologize for being negative.After all, BR is a low-magic campaign. Bringing this weapon into existence will make it the target of theft by 4711 thieves and awnsheghlien. Also, if it is so amazing and powerful, why don`t the Overthanes use it (it would be listed in canon materials).I have no problem with cool magic items, but something this powerful to me overwhelms the game. After all, +1 swords are family heirlooms passed down through generations.

>

Not low but rare magic ;-)

As for why noone has heard of the axe - as an Orogbane weapon it

certainly is used mainly against Orogs in the underground wars of the

dwarves and Orogs. And as all dwarven realms are very reclusive and only

rarely allow human visitors in their halls how should the humans (from

whose point of view most published material is written) know? From fairy

tales the Orogs told them?

bye

Michael

Athos69
06-17-2004, 06:13 PM
Thanks for making one of the points I needed to Conjurer Dragon. The only Humans who would have a chance to see such an axe would be too busily involved in the merchants&#39; quarter, and so respectful on the dwarves&#39; privacy that they wouldn&#39;t ask or pry -- they, after all, want to keep their contracts.

My second point is that it has been stated by the Atlas team that character levels will be creeping upwards. If a 12th level caster is going to be crafting a weapon, would they not do their utmost to ensure that it is a +4? (especially if it aids the defense of BA against the Orogs?

My third point is that there is a HUGE difference in the mechanics of crafting magic items between 2nd and 3.0 or 3.5. In 2nd, to create a weapon or armour, you needed the Permanency spell, which I believe was sitting at 7th level. This would mean that only mages of 14th level (IIRC) or higher were capable of creating enchanted items of this nature. When we switched into 3.0, you could see mages of as low as 5th level creating +1 arms and armour, so the powers that be (in an effort to slow down the prolifigation of magic items) introduced the long time requirement to produce these items.

Point 4: I could see a dwarf of Kuldar&#39;s position and calibre spending almost three years creating this weapon in stages. Why not? He&#39;s a dwarf with a 250 year lifespan.

Point 5: It was never my intent to create a run-of-the-mill magic axe that (almost) anyone could duplicate. This was supposed to be a one-off, Holy quasi-artifact that is jealously guarded and treasured by the dwarves. Losing such an item would result in such a major losss of Regency that it would be difficult to recover.

irdeggman
06-17-2004, 08:24 PM
Also in 2nd ed it was impossible for an Illusionist (and a BR magician) to make any magic items since permancy was in their opposition school. That is one of the main reasons that Player&#39;s Option: Spells and Magic and then the Wizard&#39;s Spell Compendium (which made it &#39;official&#39;) created the Universal School of magic.

Now the write up of Orogbane in Ruins of Empire doesn&#39;t say it is a tighmaevril weapon only that it acts like one against blooded Orogs.


Also if we make it an artifact instead of a magic item - minor or major artifact wither could work - then it can no longer be made so the specifics (i.e., spells, etc.) necessary need not be listed. That would fit better since it is not intended to ever be made again.

Using the blood drain spell as the base instead of tighmaevril works pretty well. Blood drain was left out of the BRCS and I know that Ian was planning on trying to work it back in, in some format. Remember that there are (or could be) dwarven wizards in 3.5 (and the BRCS). So keeping a dwarven wizard, being very rare, and having been the creater of Orogbane as an artifact makes even better sense.


A side note: artifacts and the like belong in Chap 8 not the Atlas so this item should end up there once a &#39;final&#39; version is decided on. Also let me know what other artifact level items I missed earlier.

Now if it becomes a +3 orog bane weapon with blood drain added in (applicable to only orogs) then it is not really an artifact since it could be made again with &#39;known&#39; processes.

Athos69
06-17-2004, 08:54 PM
OK, can we perk things up a touch?

In the PS for Baruk-Azhik, it describes a ritual to transcend one&#39;s body and become part of the mountains themselves. Could the high Priest/Artificer have transcended into the axe? i.e. give it intelligence, wisdom and a blood power, as well as the Holy quality?

The overriding goal of Kuldar&#39;s spirit would be to see the Karamhul preservced, and he *could* have enough ego to sway the course of an Overthane should he act in a fashion contrary to the preservation and prosperity of the Kingdom. In the cases where the Overthane is acting within these parameters, Kuldar could act as an advisor.

Athos69
06-17-2004, 10:34 PM
OK then... here&#39;s another attempt...

‘Orogbane’

This great Karamhul waraxe is over 1,200 years old, and represents the greatest achievement of Kuldar the Pious, Archprelate of Moradin’s Forge of the time. Beset by the hordes of Orogs attacking the Kingdom of Baruk-Azhik, Kuldar, who was also a master smith, set about creating a weapon for the Overthane that would reflect the glory and protection of the Soul Forger, Moradin. In a technique that is only known to a handful of Karamhul weapon smiths today, the axe incorporates two dissimilar metals in its design, but loses no strength for the composite construction involved.

The haft and blade of the axe are made of the finest steel that Karamhul can smelt, tempered in cold, pure water from the Khurinlach. Along the cutting edge of the blade is set a serrated curve of the purest Moraskorr, the hardest known metal to any in Cerilia, honed to a razor sharp edge. This was the finest work that Kuldar had ever produced in his long life.

Kuldar, by this point late in his life, wished that he could guide the Overthane in his decisions, and pass that accumulated wisdom down to successive Overthanes to teach, guide and defend the Kingdom. He spent much time in prayer and meditation, seeking a way to enchant such a weapon. Moradin, looking down upon this pious priest of his, granted his requests, but at a cost. Kuldar would form the essence of the axe, merged with a sliver of Moradin’s divine essence, and another would become Archprelate of the Faith. Without hesitation, Kuldar agreed and set about preparing the ritual and selecting a successor.

Over the centuries, successive Overthanes have used this weapon to great effect in turning back hordes of Orogs, or cutting a swath through strong resistance and turning the tide of battle deep in the tunnels under the Kingdom.

Orogbane is a +4 Holy Bane Dwarven Waraxe, specifying Orogs as its dedicated enemy. It acts as a Bloodsilver weapon when used against Blooded Orogs and negates the penalty for bloodtheft of an Azrai derivation. The Axe is intelligent (Int 10, Wis 20, Cha 14, Ego 20) and Lawful Good. It can cast the following spells: Bless 3/day, and communicates with its possessor via telepathy. The primary desire of Orogbane is to preserve and protect the Kingdom of Baruk-Azhik from the Orogs that menace it. The secondary motivations is to ensure wise rulership and continued prosperity.

Raesene Andu
06-18-2004, 01:12 AM
On the issue of where magical items belong. Major relics and artefacts do indeed belong in the BRCS, but other magical items (such as the items mentioned in the description of major NPCs in Ruins of Empire, etc) go into the Atlas.

Osprey
06-23-2004, 11:54 AM
How about a Tome of Finance, a wondrous item that gives an Administrate competence bonus of +5 (lesser) or +10?

Here&#39;s the description:

Tome of Finance
The Tome of Finanace appears as a gold-banded tome of great thickness and weight, typically with a locking clasp and key. When first opened, its pages appear as an empty ledger. If the proper command word is spoken, however, a character can dictate financial records and the tome will magically transcribe them onto its pages, emphasizing key figures, dates, and comments with colors, bold print, underlining, and tables where appropriate. Furthermore, the tome will also scribe time- and money-saving suggestions in the margins of the records, acting as a sort of expert advisor to its owner. A Lesser Tome grants a +5 competence bonus to any Administrate checks made by the tome&#39;s owner. A Greater Tome of Finanace grants a +10 bonus, as its advice is more insightful and copious.

Lesser Tome: Faint divination and transmutation; CL 5th, Craft Wondrous Items, comprehend languages, mage hand; Cost: 5500 gp; Weight: 5 lbs.

Greater Tome: Faint divination and moderate transmutation; CL 7th, Craft Wondrous Items, comprehend languages, mage hand; Cost: 13,000 gp; Weight: 5 lbs.

irdeggman
06-23-2004, 02:03 PM
Originally posted by Osprey@Jun 23 2004, 06:54 AM
How about a Tome of Finance, a wondrous item that gives an Administrate competence bonus of +5 (lesser) or +10?

Here&#39;s the description:

Tome of Finance
The Tome of Finanace appears as a gold-banded tome of great thickness and weight, typically with a locking clasp and key. When first opened, its pages appear as an empty ledger. If the proper command word is spoken, however, a character can dictate financial records and the tome will magically transcribe them onto its pages, emphasizing key figures, dates, and comments with colors, bold print, underlining, and tables where appropriate. Furthermore, the tome will also scribe time- and money-saving suggestions in the margins of the records, acting as a sort of expert advisor to its owner. A Lesser Tome grants a +5 competence bonus to any Administrate checks made by the tome&#39;s owner. A Greater Tome of Finanace grants a +10 bonus, as its advice is more insightful and copious.

Lesser Tome: Faint divination and transmutation; CL 5th, Craft Wondrous Items, comprehend languages, mage hand; Cost: 5500 gp; Weight: 5 lbs.

Greater Tome: Faint divination and moderate transmutation; CL 7th, Craft Wondrous Items, comprehend languages, mage hand; Cost: 13,000 gp; Weight: 5 lbs.
Let&#39;s not go about including a whole bunch of made up (i.e., items that individuals have created vice what was in the 2nd ed BR material) for inclusion in the BRCS shall we? It is supposed to be a low magic item setting and tossing in new items (in the core rules) sort of messes that up, IMO.

What I had meant, was there any artifact-level items in the 2nd ed material that I had missed in Chap 8 not new items.

destowe
06-23-2004, 02:10 PM
I would lower the competence bonus to +3 the +5. The Tome of War in the BRCS only gives a +5 to Lead actions.

Boots of Striding and Springing also only give a +5 bonus. Even the famous Elven Cloak and Boots have been lowered to +5.
Circlet of Persuasion gives a +3 bonus.

The various elixers give a +10 bonus, but they are one-use items of limited duration.

The only permanent item I have found that gives a +10 is the Robe of Blending for Hide checks.

Osprey
06-23-2004, 03:04 PM
I would lower the competence bonus to +3 the +5. The Tome of War in the BRCS only gives a +5 to Lead actions.


All single-skill enhancing items in the 3.5 DMG are +5 to +15.

Ring of Chameleon also gives +10 to Hide and Disguise.

Armor enhancements (Slick, Silent Moves, Shadow) can give +5, +10, or +15 competence bonuses.

The item creation rules are pretty flexible in general: bonus squared x 100 gp market value. So technically, you can give any competence bonus to an item, though I generally don&#39;t go over +10 unless it&#39;s an amazing item. I am fairly certain, however, that an item might lend a bonus as high as +20 or +25 and still not be considered epic. Not that I&#39;m going to go there with any item I create.

While this item has existed in my own campaign for some time, I didn&#39;t feel great about introducing it until now, assuming that Administrate is no longer the uber-skill it was in the 3.0 BRCS.

Osprey
06-23-2004, 03:10 PM
Let&#39;s not go about including a whole bunch of made up (i.e., items that individuals have created vice what was in the 2nd ed BR material) for inclusion in the BRCS shall we? It is supposed to be a low magic item setting and tossing in new items (in the core rules) sort of messes that up, IMO.


I don&#39;t want to include a whole bunch of new items. However, as Administrate is a Birthright-specific skill, it seems rather odd not to have any examples of items enhancing this skill (and we&#39;re guaranteed not to find any examples in the DMG for Administrate) in a Birthright core publication.

In other words, an item of this sort seems conspicuously absent from the BR magic items section. And seeing as how skill-enhancing items didn&#39;t really exist in 2e, we can&#39;t really look to the original material for such things, can we?

Osprey