Merthuvial

Adamantine Short Sword (Martial Light Melee, 1d6 piercing, 18-20/x2)  

Legacy Item

As a Legacy Item, Merthuvial possesses special abilities that cannot be accessed without special rituals. These abilities are unlocked based on the wielder's level, up to the maximum level allowed by the highest completed ritual.  

Rituals

King's Gift: To be granted the powers of Merthuvial, you must take rightful ownership of the weapon. In order to do so, it must be given freely and willingly by its current rightful owner. If no such owner lives, then an attuning ritual must be performed. This attuning ritual bears a material cost of 5,000gp and takes 3 days of uninterrupted time (save to eat and sleep) to complete. Regardless of how ownership is acquired, a character must be of either Lawful Neutral or Good alignment. Once you are the sword's rightful owner, you are granted Merthuvial's abilities up to 5th level.   Know the Pain: To further unlock Merthuvial's powers, you must understand the pain that those who fight for you feel. While engaged in mortal combat, you must allow a foe to strike you. That foe automatically scores a critical hit on its next attack. Once completed, you are granted Merthuvial's abilities up to 10th level.   A River to Your People: As a leader, the needs of the people come before the needs of the self. To achieve the next level of control over Merthuvial, this must be demonstrated. A significant material sacrifice must be made by you for the benefit of a group of people over which you are in a leadership role. The sacrifice must be of your own personal material wealth (if the sacrifice is from a communal pool, only your personal stake in it is counted), and must be valued at or above 1,000gp per level attained. The sacrifice of this wealth cannot benefit you directly, and must directly and significantly benefit those it is given to. Upon doing so, you are granted Merthuvial's abilities up to 15th level   Unite the People: A true leader brings people together in times of hardship, strengthening them through unity. You must forge an alliance between two or more disparate groups of people in order to unite them against a common foe. You must then aid in protecting them from that foe until the danger is passed. Once done, you are granted Merthuvial's abilities up to 20th level.    

Abilities

  Enhancement Bonus: Merthuvial begins with a +1 enhancement. This bonus increments at 6th, 9th, 13th, 17th and 20th level, to a maximum of +6.   Loyal Servitor (Su): Starting at 3rd level, you gain the continual benefit of an unseen servant as the spell (CL 5). If dissipated for any reason, it reforms 1 round later in any square adjacent to you. Starting at 8th level, the servant gains an extra-dimensional storage space equivalent to that of a type II bag of holding accessible only by you. The servant can retrieve or store any item it holds on command, or you can access the storage directly.   Lordly Orator (Su): Starting at 5th level, you gain a +5 competence bonus to diplomacy checks. Additionally, you may make diplomacy checks as a full round action without incurring the normal -10 penalty on non-hostile NPCs. At 10th level, the bonus to diplomacy increases to a +10.   Hear and Obey (Sp): Starting at 7th level, once per day you can command up to 1 creature per level within close range. Targets must make a Will save DC 16 (or 14+Cha mod if higher) or is affected as per the command spell. At 12th level you can use this ability 3 times per day, the DC increases by 2, the range increases to medium, and you can command up to 5 creatures per level. At 16th level, the DC increases by 2 again, the range increases to Long, and you can affect an unlimited number of creatures in range.   Strength of Kings (Su): At 8th level, Merthuvial grants you +2 Strength while you carry it.   King's Mercy (Sp): Starting at 9th level, 3 times per day you can use restoration as the spell (CL 7) by touching Merthuvial to the afflicted creature and speaking the command phrase "Your strength shall return!". At 14th level, it acts as a greater restoration (CL 13) instead.   Keen Edge (Su): At 10th level, Merthuvial's blade becomes keen, giving it a threat range of 15-20/x2.   Loyal Minions (Sp): Starting at 11th level, once per day when you utter the command phrase "To me!" and gesture with Merthuvial, you can summon a Celestial Lion as a full round action. The lion acts beginning on your next turn, and is treated as though summoned by the Summon Monster IV spell (CL 7). at 16th level, you instead summon a Celestial Dire Lion, treated as though summoned by the Summon Monster VI spell (CL 11).   Shocking Burst (Sp): At 12th level, Merthuvial's blade gains the shocking burst enchantment.   King's Compassion (Sp): Starting at 13th level, once per day when you utter the command phrase "Your time is not yet come!" and touch Merthuvial to a deceased creature, you can use Raise Dead on the touched creature as per the spell (CL 9). at 18th level, you instead use the Resurrection spell (CL 13).   Wisdom of Kings (Su): At 14th level, Merthuvial grants you a +2 Wisdom bonus while you carry it.   King's fury (Su): Starting at 15th level, Once per day you can make a special attack against an evil-aligned opponent. If the attack hits, it is an automatic critical hit, and has a critical hit modifier of x4. You must declare this ability before making the attack. At 18th level, the target hit by this attack must make a DC 20 Fort save or be killed.   Fortitude of Kings (Su): At 17th level, Merthuvial grants you a +2 Constitution bonus while you carry it.
A jet black blade supported by a plain, yet clearly masterfully crafted hilt with a single large pearl set in its pommel, Merthuvial looks as though it may well have been forged only yesterday, though its craftsmanship harks back to the dwarven empire of old.

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