The Godkiller Item in Under the Twilight of Forgotten Sins | World Anvil
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The Godkiller

As the elf picks up the spear, the room darkens. The fire in the fireplace quiets down, barely flickering to life. A chill passes over each of you, a slight shiver as if something dreadful is hunting you, something close and just behind you, something you should be scared of for you are prey. As you look at the elf, his visage withdraws and becomes palled while a slight reddening of the eyes occurs. As quickly as it occurs, the moment passes.

  As he picks up the spear, a sense of familiarity almost overwhelms him. There is a synergy with this spear and the elf's buried anger. And a promise, with this spear, any vengeance he can conceive will be that much closer.

  This 7-foot spear consists of a shaft 5 feet long and a spear heard made of clear chiseled crystal making the final 2 feet. The whole spear is extremely light for its size, only 5 lbs. The haft is a midnight black wood with runes and channels engraved down its length.

  He also notices his vision has changed, as he can now see detail in the dark corners in a manner unlike before. This is something different. The spear has changed him somehow.
  This spear is perfectly balanced, good for throwing, yet sturdy enough to be used in melee fighting either 1 or 2 handed. Due to its balance, Monks can use this as a weapon along with their flurry of blows ability.   The head of the spear is flattened and quite sharp, meaning that while it is great at piercing, it can also function in wide swings like a slashing weapon.   The general stats for the spear are it is all but indestructible except to the most extreme forces. The blade has the properties of being Keen - meaning its threat range is 19-20. Crit is x3 damage.   The damages are as follows:   One Handed: 1d6 small, 1d18 medium
Two Handed: 1d8 (1d4 second) small, 1d10 (1d6 second) medium
Range is 40 feet.   The Spear, like a normal spear, can be Braced for a charge.  

Spear Benefits

  • 1st Level: This spear ignores all magical damage resistance. The weapon counts as a magical weapon of whatever bonus is required to bypass magical resistance. E.g. If an opponent can only be hit by +4 or better weapons, the spear can be considered a +4 weapon.
  • 1st Level: This spear ignores all silver damage resistance. The spear counts as a silver weapon.
  • 1st Level: This spell is attuned to the user. The means it is just a normal long spear (same damages and keen) for everyone else
  • 1st Level: +1 enhancement = +1 to hit, +1 to damage
  • 1st Level: The spear never radiates magic - no matter how magical it looks
  • 1st Level: The spear vibrates when within 5' of a 1st, 2nd, or 3rd level illusion
  • 1st Level: Can absorb 1 type of magical energy attack at 1D per character level. Energy types include fire and cold energies. Stored energy dissipates at 1D an hour. As the energy is store the crystal tip will glow red or blue (fire or cold). The more it stores, the brighter the glow. The channels and grooves in the spear shaft also start glowing with a similarly colored pulsating light. Only 1 type of energy can be stored at a time. Generally, the wielder must be the target of such an attack or in the AOE of the attack. However, if a continual source is available, like a Wall of Fire, the wielder can enter the Wall for a similar effect. Holding the spear in the wall has no effect. Cantrip spells are not powerful enough to trigger this ability. If all the Dice of an attack is absorbed, then the bonus damage is ignored (e.g. a spell that does 3D4 plus 1 point per level would ignore the 1 point per level once the 3D was absorbed.)2nd level: On a successful strike, can discharge all absorbed energy (the die type remains the same as the initial source). The wielder can choose whether or not to discharge the damage in melee. The spear always discharges all stored energy on a hit when thrown. Only the attuned wielder can initiate the release of energy through an attack. The spear cannot simultaneously discharge and absorb energies.
  • 2nd Level: Spear can be used as a psionic focus if the wielder has psionics.
  • 2nd Level: +1 Constitution enhancement bonus
  • 2nd Level: Can't be disarmed. Adds disarm to the description.
  • 3rd Level: Hums/vibrates when you are the target of hostile magics of 1st - 3rd level.
  • 3rd Level: The Head of the spear can glow continuously as if the target of a light spell.
  • 3rd Level: Gain the Run feat.
  • 4th Level: The spear can be used like a compass in which the spearhead will pull toward the north when desired.
  • 4th Level: Ki-Intensifying (monk/ninja/rogue can use ki powers as though unarmed through the spear)
  • 4th Level: +1 AC bonus when using spear two handed
  • 5th Level: Can now also absorb electricity, acid and poison energies.
  • 5th Level: Spear can be transformed into a regular spear or walking staff for all intents and detection (non-magical) purposes. While transformed the spear has no powers except being unbreakable. Transformation takes a full round and only the owner can will this change.
  • 5th Level: Upgrade - now hums when within 10' of a 1st through 4th level spell.
  • 6th Level: Spear now has a +2 enhancement to hit and damage. Spear now ignores all damage resistance (for base damage (plus its current enchantment) of spear only) except Mythical. Energy and channeled damages are applied as normal
  • 6th Level: Spear now deals an additional 1d6 damage to a single opposed alignment type. (Lawful, Chaotic, Good, or Evil.) Once the choice is made, it can't be changed unless character changes the appropriate alignment type.
  • 6th Level: Spear is now seeking. When thrown, it ignores miss chances from concealment.
  • 7th Level: Spear can be used to cast Locate Object as a spell-like ability up to 6 times per day. Spear acts at the pointer for the spell.
  • 7th Level: Upgrade of base damage. Single Handed 1d8 small, 1d10 medium.
  • 7th Level: Upgrade of base damage. Two-Handed: 1d10 (1d6 second) small, 1d12 (1d8 second) medium.
  • 7th Level: Range is now 50 feet.
  • 8th Level: When thrown at an invisible target, the chance to hit is at advantage. (This also includes the roll to confirm a critical).
  • 8th Level: When the wielder is the target of hostile magics of 1st through 6th level, the spear has a slight vibration and hum. This does not apply for AOE effects or effects which are situationally hostile due to not normally being considered hostile (DM discretion - basically intent of the caster will not determine hostility). The vibration is distinguishable from the vibration for illusions.
  • 9th Level: Spear can be used to cast Locate Creature at the level of the wielder at will. The spear acts as the pointer.
  • 9th Level: Upgrade, the spear now gives a +2 enhancement bonus to Constitution.
  • 9th Level: Weapon gains the Countering feature.
  • 10th Level: Weapon can now absorb positive(radiant), negative(infernal), sonic, and some force energies from magical sources.
  • 10th Level: AC bonus is now +2 when the spear is wielded with two hands.
  • 11th Level: In lieu of storing the energy of a magical attack, the wielder can instead absorb and store a spell or spell-like ability which targets him. The stored spell will last 12 hours before dissipating. As a full-round action, the wielder can release the spell as if he had just cast it. This is a supernatural ability - the spell has already been cast, and as such, no concentration attempt is required.
  • 11th Level: The spear now has a +3 enhancement to both damage and to hit.
  • 12th Level: Weapon gains Ghost Touch.
  • 12th Level: The weapon now audibly hums and vibrates when within 20' of a 1st-6th level illusion. The wielder can now mute this ability at will and it never triggers for the wielder's own illusions.
  • 13th Level: Called Weapons - as a swift action the wielder can teleport the spear to their hand.
  • 13th Level: The Spear now gives a +1 Dex enhancement.
  • 14th Level: Phase Locking: Any target hit is now affected as if affected by a dimensional anchor for 1 round.
  • 14th Level: Disruption: DC 14 for undead or be destroyed. DC matches level from this point forward.
  • 14th Level: Constitution enhancement bonus is now +3.
  • 14th Level: The spear can now channel your energy drain attacks.
  • 14th Level: Upgrade of base damage. Single Handed 1d10 small, 2d6 medium.
  • 14th Level: Upgrade of base damage. Two-Handed: 1d12 (1d8 second) small, 2d8 (1d10 second) medium.
  • 15th Level: Locate creature and object spells have their ranges quadrupled.
  • 15th Level: All effects of the spear are now considered Mythic with regards to the targets it affects.
  • 16th Level: The spear now has the Nullifying effect.
  • 16th Level: The range increment of the spear is now 60'
  • 17th Level: The spear now has a +4 enhancement to both damage and to hit.
  • 17th Level: The spear now vibrates when the wielder is the target of any hostile spell of 1st through 8th level.
  • 18th Level: The spear does not have range penalties for the first 3 range increments, starting with the cumulative +2 at the 4th range increment.
  • 18th Level: The spear can now hold two types of magical energy simultaneously. Each type can be held to 1D per character level. The spear can only absorb 1 type of magic per turn.
  • 19th Level: Energy Burst:By hitting the spear butt into the ground, stored energy can be released in a burst out affecting all within 30' except the user for 1d6 per D of stored energy, reflex save DC20 for half.
  • 20th Level: The spear now has an enhancement of +5.
  • 20th Level: The spear deals 1d6 celestial damage. See Rule Variants and Changes: 13. Celestial Hit Points .
  • 20th Level: For an expenditure of 6 mythic surges, you can throw the spear at any target within line of sight with no range penalty. At extreme distances, the spear travels 600mph, or roughly 900' per round.
  • 21st Level: Energy Burst: is now 100' range and the DC save is now 40 for those within the first 50'. If 5 mythic surges are spent with this attack, the damage is maximized to 8 points per saved D.
 

Alignment Benefits

Touching the spear has aligned with something deep inside of the character. Some part of Morvion has responded and woken up, bringing changes - welcome changes - to who and what he is. Even if he were to lose the spear, these changes are permanent.
  • 1st level: Low-light vision and darkvision 60 feet
  • 1st level: Gain a +2 racial bonus on saving throws against disease and mind-affecting effects
  • 1st level: You are dazzled in areas of bright sunlight or within the radius of a daylight spell
  • 2nd level: Undead Properties: Character takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels taken are removed without the need for an additional saving throw
  • 2nd level: Studied Target (Ex): The character can study an opponent he can see as a move action. He then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of the class abilities against that opponent increase by 1. He can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
    If he deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
    At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of his abilities against a studied target increase by 1. In addition, at each such interval, he is able to maintain these bonuses against an additional studied target at the same time. He may discard this connection to a studied target as a free action, allowing him to study another target in its place.
    At 7th level, He can study an opponent as a move or swift action
  • 3rd Level: You are better at tracking. You can add 1/2 your level to Survival checks when following tracks. (this will not stack if you get a class with tracking)
  • 4th Level: Negative Energy Affinity: Though a living creature, you react to positive and negative energy as if you were undead—positive energy harms it, while negative energy heals it
  • 4th level: Can use Detect Undead three times per day as a spell-like ability as a caster of same level
  • 4th level: Elongated Canines. Whenever you make a grapple combat maneuver check to damage an opponent, you can choose to bite your opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, you can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself
  • 4th level: Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to you, even if they have already acted.
  • 5th Level: Sneak attack 1d6. Accumulates with other precision damage gained from class skills
  • 6th Level: Deadly Range (Ex): The range at which you can deal sneak attack damage with a ranged attack is increased by 10' to 40'.
  • 7th Level: Stalker (Ex):You now gain your studied target bonus on Disguise, Intimidate, and Stealth checks versus your studied opponent.
  • 8th Level: Sneak attack damage increases to 2d6.
  • 9th Level: +1 racial bonus to Charisma and Dexterity.
  • 9th Level: Shadowless (EX): You cast no shadow an no longer have a reflection in a mirror.
  • 10th Level: Mirror Step (SU): With no reflection, you gain the ability to step into a mirror providing it is of sufficient size as a move action. What exists in the mirror is a copy of the real world as can be seen by the mirror. Trying to walk out of the framework of the mirror will cause you to appear as if you have come out of the other side (Pac-Man style).
    This can allow you store items in a mirror, but only in that scene. Moving the mirror will trap the item until the mirror is returned to the same scene. If the mirror is covered or total darkness descends, you are trapped. If the mirror is moved while you are in it, you will be trapped until such a time as the mirror is once again viewing the same scene. If the mirror is broken while you are in it, a reflex save of 30 is required to jump out of the mirror, else you will be killed and largely unrecoverable.
    If you are not currently trapped, you will see any other mirror within 360' of the real mirror as a shining light. You can move to that framework provided as a move action and possibly exit through that mirror size permitting. Anyone looking in a mirror you are in will see you.
    You cannot take another being with you into a mirror. Attempting to turn invisible or use illusion magic to alter your appearance while in a mirror could have disastrous consequences.
  • 11th Level: Death Attack (Ex): If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
  • 12th Level: Light Sensitivity: You are now dazzled in areas of bright sunlight or within the radius of a daylight spell.
  • 12th Level: Night Affinity: At night, or when in darkness, you gain a competence bonus to all skills regarding your ability to perceive information of +3. Primarily this is Perception but could apply to other skills like Bluff or Sense Motive.
  • 13th Level: Sneak attack damage increases to 3d6
  • 13th Level: Greater Negative Energy Affinity. Completely immune to negative energy, in fact, it now heals double the damage done. Positive energy now deals double damage.
  • 13th Level: Any undead (8 HD or lower) which attacks you and hits where it would normally do some form of negative energy attack is now subject to a control undead (SP) as if you had cast it at an equal level. This effect is permanent if the undead's Intelligence score is 15 or lower, otherwise, it conforms to the normal spell.
  • 14th Level: +2 save vs. poison.
  • 14th Level: Gain an energy drain attack (1 negative level) with a natural or unarmed attack. This effect is automatically triggered on the first viable attack unless you choose not to engage it for the round. A successful attack heals 5 points of damage and can actually add to temporary hit points equal to twice your Constitution score. Temporary hit points gained in this fashion vanish once the current combat is over.
  • 15th Level: True Death (Su): Anyone slain by the wielder's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the wielder's level.
  • 16th Level: Quiet Death (Ex): Whenever the wielder kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection. This implies the method of attack is appropriate for being discrete.
  • 17th Level: Sneak attack damage increases to 4d6.
  • 17th Level: Gaseous Form (Su): As a standard action, you can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
  • 17th Level: Familiar Stranger (Sp) You may cast disguise self as a spell-like ability up to three times per day, with a caster level equal to your character level. You may communicate telepathically with any creature within 100 ft. that has a language. You benefit from a constant detect thoughts effect at a caster level equal to his character level.
  • 18th Level: You can climb sheer surfaces as if you always have the effect of Spider Climb in effect.
  • 18th Level: Gain the blood drinker feat (dhampir). Benefit: You have acquired the taste for the blood of elves and humans. Whenever you drink fresh blood from either race, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act. WARNING: You believe that this could lead to long term addiction and dependence if used overly much and standard vampiric withdrawal symptoms might apply.
  • 19th Level: Change Shape (SU) you can use change shape to assume the form of a dire bat or wolf, as with beast shape II.
  • 19th Level: Children of the Night (Su) Once per day, you can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve for up to 1 hour.
  • 20th Level: Blood Drain (SU): You can suck blood from a grappled opponent; if you establish or maintains a pin, you can drain blood, dealing 1d4 points of Constitution damage. You heal 5 hit points or gain 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round of you drain blood. Your blood drinking feature now applies to all sentient humanoids native to Camoray except goblin types and dwarves.
  • 20th Level: Sneak attack damage increases to 5d6.
  • 20th Level: Hide in Plain Sight (Su): You can use the Stealth skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. You cannot hide in your own shadow, even if you find a way to have one.
  • 21st Level: Dominate (Su) You can crush a humanoid opponent’s will as a full round action. Anyone you focus on must succeed on a Will save or fall instantly under your influence, as though by a dominate person spell (caster level 12th or your caster level, whichever is higher). The ability has a range of 30 feet. This only affects creature types your blood drain works on.
  • 22nd Level: Create Spawn (Su) You can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is elven. The victim rises from death as a vampire in 1d4 days. This vampire is under your command and remains enslaved until its master’s destruction. You may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn created that would exceed this limit become free-willed undead. You may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. This conforms to the standard vampire Create Spawn ability.
  • 23rd Level: Swarm Form (Su) As a standard action, you can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to your normal hit points, and any damage done to the swarm affects your hit point total. While in swarm form, you cannot use any of your natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which you have transformed. You also retain all of your usual special qualities. You can remain in swarm form until it assumes another form or you retake your original form (a standard action), or until the next sunrise.
  • 24th Level: Transfer Energy: (SU) By spending 2 mythic surges, the spear wielder is now able to act as a conduit of all positive and magical energies (entropic and physical are the two current exceptions). The use of this ability is a full-round action. During this full-round action, the character can only move 1/2 speed. While doing so, the character can channel all energies directed at him of a single type to where neither he or his equipment is damaged. He can redirect that energy to anything he is touching (or his spear is touching) as an immediate action.
  • 25th Level: Starting at 25th level, if you have reached the 10th mythic tier or higher, you begin gaining the abilities of a mythic vampire. At 25th level, you gain the 1st mythic tier power of the vampire template listed under Mythic Vampire. At 26th level, you gain the 2nd mythic tier power, and so on.
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Temple Benefits

Now that the temples are destroyed, this ability is lost. The spear wielder is now able to act as a conduit of all positive and magical energies (entropic and physical are the two current exceptions). Use of this ability is as a full round action. During this full-round action, the character can only move 1/2 speed. While doing so, the character can channel all energies directed at him of a single type to where neither he or his equipment is damaged. He can redirect that energy to anything he is touching (or his spear is touching) as an immediate action.

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