by Kain Darkwind » Tue Jun 03, 2008 3:58 pm
The Regalia of Evil
The Regalia of Evil was created at the dawn of time, during a temporary alliance of the Lord of Hell, the Prince of Demons and the Master of Khin-Oin. The paragons of evil infused their energies each into a separate major artifact, which synergized with the others. The regalia was never put to its intended use, that of destroying the Upper Planes. In a twist of fate, the regalia was stolen by an unknown evil goddess for her own purposes. Since that time, it has fallen into various hands, many of whom had no idea of what they truly held.
Each piece of the Regalia of Evil only functions when worn by an evil character. If worn or wielded by a character of any other alignment, the character must make a Fortitude save (DC 45) or be struck dead. Their soul is rent into seven pieces and one is sent to each of the Lower Planes. No protection or immunity against death effects can mitigate this. Even if successful, such a character suffers six negative levels. If these negative levels persist for over 24 hours, the character must make a Fortitude save (DC 45) or they become permanent level loss and the character gains another six negative levels. The actual level loss can be restored via curative magic, but the negative levels cannot be removed in any way while the character wields the artifact.
The Crown of Evil: When worn by an evil character, this iron crown wreathes its wearer in red-black fire that conceals the face. The wearer gains immunity to fire, a +6 enhancement to Intelligence, a +6 deflection bonus to Armor Class and spell resistance equal to 9 + the wearer’s HD.
At will as a free action, the wearer can unleash a fear aura with a 60 foot radius. Creatures failing a Will save (DC 34) are scared for 18 rounds and those that succeed are shaken for 9 rounds. Success confers 24 hour immunity to the fear effect of the Crown.
The wearer gains the following spell-like abilities: at will – create undead, hellfire burst, wall of fire. Caster level 30th.
A mortal wearer of the crown can only speak lies while wearing the crown.
The Scepter of Evil: This weapon is wielded as a Large +6 unholy adamantine heavy mace. The wielder gains immunity to electricity and poison, a +6 enhancement to Charisma and a +6 natural armor bonus enhancement.
All spells and spell-like abilities used by the wielder are corrupted and violated.
The wielder gains the following spell-like abilities: at will – contagion (DC 34), enervation (DC 34), fireball (DC 34), lightning bolt (DC 34), poison (DC 34) Caster level 30th.
A mortal wielder of the Scepter grows more selfish and egotistical.
The Orb of Evil: The wielder of the orb gains immunity to acid, a +6 enhancement to Wisdom and a +6 insight bonus to Armor Class. At will the wielder can rebuke or command undead as a cleric of a level equal to their HD. The orb cannot be used to activate divine feats. The orb can also be used to absorb spells like a rod of absorption.
3/day as a standard action, the wielder can summon a fiend of a type appropriate to the wielder’s ethos.
Lawful evil: cornugon
Neutral evil: nycaloth
Chaotic evil: nalfeshnee
A mortal wielder of the Orb grows greedy and paranoid.
Resonating Effect (Two items): The wielder gains a +6 circumstance bonus on all Diplomacy and Intimidate checks made against evil creatures. The wielder gains a +6 profane bonus on saving throws. Mindless creatures are prevented from attacking the wielder. All evil spells cast by the wielder have a +6 profane bonus on the DC.
Resonating Effect (Three items): The wielder gains a +12 enhancement to all ability scores. The wielder gains a +6 profane bonus to Armor Class. All damage of any type dealt by the wielder is vile and evil aligned. The wielder is protected by a supernatural unholy aura effect. The wielder gains telepathy 100 feet. If the wielder already possessed telepathy, the range is increased by 100 feet.
9/day, the wielder can smite good, with a +9 bonus to attack and dealing an additional 45 points of damage.
The wielder gains the following spell-like abilities: at will – blasphemy (DC 45), power word kill, unholy blight (DC 45) Caster level 40th. The wielder’s other spell-like abilities granted by the Regalia are likewise increased to caster level 40th and DC 45.
The crown’s spell resistance increases to 18 + HD.
The scepter becomes a +9 unholy power heavy mace of wounding that can penetrate damage reduction of any material type. Its critical multiplier is increased to x3.
The wielder can call any of the fiends or fiends of lesser power allowed by the Orb at will, regardless of ethos. In addition, 3/day, the wielder can call a pit fiend, an ultroloth, a balor, 2 gelugons, 2 arcanaloths or 2 mariliths. Called fiends remain for 2 hours before returning from whence they came.
The Orbs of Dragonkind
The dominate DC of the Orbs of Dragonkind is equal to the HD of a great wyrm dragon of that type. (So DC 40 for the red orb, DC 36 for the white orb and so on) The dragons within the orbs are great wyrms rather than ancient, for the purposes of the breath weapon, armor class and saving throws. The wielder of the orb replaces their base saving throws, dexterity bonus and natural armor bonus with those of the dragon. The wielder of the orb gains immunity to both the energy and the effects of the the dragon’s breath weapon, this immunity extends across to similar effects. (For example, the wielder of the copper dragon orb gains immunity to all acid and slow effects.)
The Moaning Diamond:
The elemental summoned by the Moaning Diamond is a primal earth elemental with maximum (864) hit points. No other changes from the DMG.
The Shield of Prator:
The shield of Prator is a +6 adamantine large shield It grants a +6 deflection bonus to Armor class and a +6 resistance bonus on saves. Its bearer gains spell resistance 30 against evil or chaotic spells and spells cast by evil or chaotic creatures. Its bearer is protected from possession and mental influence, identical to protection from chaos and evil. Any evil creature that successfully strikes the bearer in melee must make a Fortitude save (DC 31) or be blinded. Any chaotic creature that successfully strikes the bearer in melee must make a Will save (DC 31) or be slowed.
The shield also grants damage reduction 20/adamantine and magic and resistance to energy (all) 30. The shield allows its bearer to cast spells as if a 30th level paladin with a Wisdom score of 26. The bearer can also prepare spells from the domains of Good, Law and Protection as well. This is in addition to any spellcasting the bearer may have.
Once per year, the bearer is forced to go on a quest at the behest of an archon leader or lawful good deity. The shield chooses which entity its bearer will visit.
The Sword of Kas:
+6 unholy keen vorpal longsword that grants a +10 enhancement bonus to Strength. The Sword of Kas’s mental ability scores are Int 21, Wis 18, Cha 22. Its ego is 50. The wielder can use call lightning, chain lightning and unhallow at will. It can use blasphemy 3/day. It can use slay living 1/day. It deals vile damage.
Does there have to be "official support?" Common sense says that Kain's right.
-James Jacobs-