Demigods gain the ability to craft powerful relics at certain stages in their progression:
Lvl 6: Signature Weapon
Lvl 12: Signature Armor
Lvl 18: Signature Item

These three relics all have various characteristics and powers. Some of them are unique and related to the Demigod crafting them, but all have some shared characteristics. When wielded by the crafter, a Signature Weapon/Armor/Item will always have the following traits:

Weapon:
Magical bonuses (20+demigod level+god level+greater god level)
Slayer (any being slain by the weapon can only be brought back to life by a demigod or higher)

Armor:
Magical bonuses (20+demigod level+god level+greater god level)

Item:
Act as Item of Improved Saves & Initiative (20+demigod level+god level+greater god level)

If a Demigod wants to add more abilities to his crafted relics, he can either craft it pr. the rules of creating artifact and relics in the DMG or he can craft it as a relic with up to 20 levels. Each power he then puts on the relic, must be a power he possesses himself and which he now gives to the relic instead (these powers can be the result of NWPs, WPs, Feats, Spells known, Spell-like abilities, Supernatural abilities, Extraordinary abilities and class abilities/powers and (although with certain limitations) If, for instance, the Demigod has 250% MR, he can shift a portion of that to the relic instead (max. 50%) So if a Demigod created a staff which gave +50% MR, the demigod would only have 200% MR left if he lost his staff.

There are, however, a few abilities which can be placed upon a leveling relic which do not have to originate from the Demigod and which might add to the Demigod’s arsenal if he did not possess them already (as long he keeps his relic, that is). Also all Signature relics are Unbreakable. Important note: The Demigod can place more than one ability pr. lvl on a sword/armor/item as long as the additional abilities are ones he shifts from himself to the relic.

Those abilities which can be placed on a relic with no cost for the Demigod are:

Weapon:
Lvl Ability
1+ Magical Bonuses (max +5 at lvl 1 and max +10 at lvl 10, the bonuses can go to +20 at lvl 20 against a certain subtype or if wielded by a certain subtype), not cumulative with the magical bonuses bestowed to the crafter
1+ Keen
1+ Weapon damage die increased by one category
1+ Sharpness (20)
1+ Vampiric Life Stealing
1+ +10% MR
1+ 1 extra parry
1+ Permanent Protection from Evil/Good
1+ +1 attack
1+ Creature Slayer (triple damage against one particular type of creature, such as Beholders or Deepspawn), only works on monstrous creatures, not humanoid races/monsters, animals, magical beasts, dragons, undead, elementals, etc.
1+ Cast a lvl 1 wiz spell at will once a day
1+ Cast a lvl 1 priest spell at will once a day
1+ Feat: Cleave
2+ +1 pr. 2 sword lvls on all spell damage
3+ +1 DC on all spells pr. 3 weapon levels
4+ Permanent Negative Plane Protection
4+ Cast Wall of Force at will once a day as lvl 20 magic user
4+ Sharpness (19-20)
4+ Weapon automatically casts Dispel Magic on target on a successful critial hit. spell level same as sword level +10
4+ +4 on disarm attempts
4+ +4 on parry attempts
4+ reflect single target spells on successful parry
4+ +1 crit rating
4+ +X1 crit dmg
4+ +5 initiative
4+ cast a lvl 1-3 wiz spell at will once a day
4+ cast a lvl 1-3 priest spell at will once a day
5+ Level Drain (drain max. 1 level pr. 5 sword levels), only available for evil Demigods
7+ Deliver touch spells with weapon
7+ +1 threat
7+ SR +20/all
7+ Weapon of Free Action
7+ Riposte, AoO after successful parries
7+ Ability bonus to hit
7+ +1d4 dmg
7+ Weapon of Throwing, 180 feet range. Throwing it is a standard action, and it returns to your hand at the end of your round.
10+ Vorpal (18-20)
10+ Defender, sacrifical magical hit bonuses to gain AC
10+ 1 extra parry (cumulative with previous 1 extra parry)
10+ Double base movement
10+ Bypass 5 DR
10+ +1d6 energy dmg (fire, cold, electricity, sonic or acid)
13+ +25% spell Penetration
13+ Strong Defender, sacrifice magical damage bonuses to gain AC (requires Defender)
16+ Hindering Strikes (reduce target’s hit and movement by 1 pr. hit)
16+ Permanent True Seeing
16+ Parry attacks directed at anyone within your reach
16+ 1 free parry against all melee attacks made against you
16+ Weapon of Disruption
16+ Weapon of Speed (you get an extra strike between rounds as long as someone is within range, and your first free strike is before combat begins)
19+ Weapon can fight alongside you while you do other things (as long as you do not pick up any other weapons)
19+ +1 standard action
19+ +1 movement action
19+ Remove the target’s MR for 1 round on a natural 20
19+ Immune to Bane effects
19+ Touch attack spells will critically strike on a natural 20 (also if the target is immune to critical hits)
19+ Epic Feat: Blinding Speed

Armor:
Lvl Ability
1+ +3% MR pr armor lvl
1+ Magical Bonuses (max +5 at lvl 1 and max +10 at lvl 10, the bonuses can go to +20 at lvl 20 against a certain subtype or if wielded by a certain subtype), not cumulative with the magical bonuses bestowed to the crafter
1+ +1 Initiative pr. odd or even numbered lvl
1+ Immune to Negative Energy attacks
1+ Immune to Gaze attacks
1+ Cast a lvl 1 wiz spell at will once a day
1+ Cast a lvl 1 priest spell at will once a day
4+ +1 all saves pr. 4 lvls
4+ Immune to Breath Weapons
4+ cast a lvl 1-3 wiz spell at will once a day
4+ cast a lvl 1-3 priest spell at will once a day
5+ Immune to normal weapons
6+ Heal at will once a day pr. 6 levels
7+ +20 all saves vs a subtype
7+ Immune to Critical hits
10+ Immune to Stuns and Paralyzing effects
10+ Darkvision
13+ Cast Circle of Sunmotes once a day
13+ Cast Health Blessing once a month
16+ Cast Mindnet once a week
16+ Cast Preservation once a month
16+ Cast Reversion once a day
19+ Cast Robe of Healing once a week
19+ Cast True Resurrection once a day (no aging penalty for anyone)

Item:
Lvl Ability
1+ If Shield: Magical Bonuses (max +5 at lvl 1 and max +10 at lvl 10, the bonuses can go to +20 at lvl 20 against a certain subtype or if wielded by a certain subtype), not cumulative with the magical bonuses bestowed to the crafter
1+ Protection from Evil/Good
1+ +5 AC and saves
1+ +15% MR
1+ If Shield: Gain one parry attack against all physical attacks up to any size
1+ SR +10/all
1+ +1 hit pr. odd numbered character lvl
1+ MR +2% pr. character lvl
1+ Act as Ring of Animal Friendship
1+ Act as Ring of Feather Falling
1+ Act as Ring of Mind Shielding
1+ Cast a lvl 1 wiz spell at will once a day
1+ Cast a lvl 1 priest spell at will once a day
2+ +1 AC pr. even numbered character lvls
3+ SR +1/all pr. 3 character lvls
4+ +5 initiative
4+ +1 initiative pr. 4 character lvls
4+ Ability bonus to saves
4+ Evasion
4+ +50% HS&MS
4+ Act as Ring of Blinking
4+ Act as Ring of Jumping
4+ cast a lvl 1-3 wiz spell at will once a day
4+ cast a lvl 1-3 priest spell at will once a day
5+ DR +1/all pr. 5 character lvls
7+ If Shield: Missile attraction 1: Absorbs all Magic Missile spells targetted at wielder
7+ If Shield: Missile attraction 2: All missiles (including magic missile spell) targetting someone within 10 feet will hit shield instead. Wielder cannot be hit by any type of missile. Requires Missile attraction 1.
7+ Item of Free Action
7+ Act as Ring of Chameleon Power
10+ Item of True Seeing
10+ Improved Evasion. Requires Evasion
10+ Heal and Harm at will, once a day each
10+ Hide in Plain Sight if you have HS & MS
10+ Item of Human Influence (cha 25)
10+ +1 standard action
10+ Act as Ring of Djinni Summoning
10+ Act as Ring of Fire Resistance (Fire can be replaced by Cold, Electricity, Sonic or Acid)
10+ Fast Healing +5
10+ Act as Amulet of Life Protection
10+ Act as Amulet of Proof against Detection and Location
13+ Item of Reflection: Reflects 1 chosen single target spell a day (assuming it gets through the wearer’s MR first).
13+ If Shield: Shield of Reflection: Reflects 3 chosen single target spells a day (assuming they get through the wielder’s MR first).
13+ DR +10/all
13+ If Shield: Immune to Critical hit
13+ Permanent Vocalize
13+ Act as Ring of Elemental Command
13+ Act as Ring of invisibility
16+ If Shield: Immune to Gaze attacks
16+ If Shield: No hostile magic can be cast within 10 feet radius, 50% chance to dispel all hostile magic entering the radius from outside (ie. if someone casts a spell at you, but not if you enter an area where the hostile magic exists already)
16+ If Shield: Prismatic Spray at will, 3 times a day (as lvl 18 magic user)
16+ Item of Rulership (1d10X100 HD)
16+ Automatically deflect first successful strike from each opponent
16+ +3 on 3 abilities while worn
16+ Regeneration +5
19+ If Shield: Frost Shield (deals cold dmg to attacker if damaged in melee, same dmg dealt as dmg taken)
19+ If Shield: Fire Shield (deals fire dmg to attacker if damaged in melee, same dmg dealt as dmg taken)
19+ Limited Wish at will once a day
19+ Automatic hit on the first strike on every opponent
19+ Item of Splendor (cha 25)
19+ Cast Resurrection once a day
19+ Cast Destruction once a day

Shifting powers into relics

A Demigod can shift powers from himself into the relic he is creating, but restrictions apply. The following powers can be shifted:

HP: +5 hp pr. sword lvl
MR: Max 50%
Immunities: Any non-godhood
AC: max 20 (and max 1 pr sword lvl)
Saves: max 20 (and max 1 pr sword lvl)
Initiative: max 20 (and max 1 pr sword lvl)
Fast Healing: max 20 (and max 1 pr sword lvl)
DR: max +20/all (and max 1 pr sword lvl)
SR: max 20 (and max 1 pr sword lvl)
NWP: any
WP: any
Feats: Any non-epic
Spells known: Any non-epic
Spell-like abilities: Any non-epic, any non-godhood
Supernatural abilities: Any non- godhood
Extraordinary Abilities: Any non-godhood
Class Abilities/Powers: Any non-godhood
Immunities: any non-godhood
Caster Levels: max 20

Note: These lists might be altered at any time, and the players can also suggest powers to put into the relics, although their suggestions must be approved by the DM.

Leave a Reply

You must be logged in to post a comment.