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Craven Edge
Craven Edge
Secret Features
Sentience: Craven Edge is a sentient, chaotic evil weapon with an intelligence of 16, a wisdom of
12, and a charisma of 18. It has hearing and darkvision out to a range of 60 ft. This weapon can
understand abyssal & common, and can communicate with anyone who's wielded it
telepathically. While you are attuned to it, Craven Edge also understands every language you
know. I would say Intelligence of 16 Ego of 18 for a Personality of 34.
Personality: Craven Edge is cold, vicious, and seeks violence at any opportunity. It wishes to be
used by merciless creatures who will feed it when ordered to.
Sword of Kas
+3 bonus to attack and damage rolls. Can transfer some or
all of the bonus to AC until start of next turn.
Scores a critical hit on a roll of 19 to 20
Deals extra 2d10 slashing damage to undead.
Add d10 to initiative rolls
Spells (1/Day each, Saves at -3)
Call Lightning
Holy Word
Finger of Death
Scores a critical hit on a 19 or 20.
Deals an extra 2d10 slashing damage to undead.
If the Sword of Kas isn't bathed in blood within 10 rounds
of being drawn from its scabbard, its wielder must make a
Saving Throw vs Spells. On a success, they suffer 3d6
psychic damage. On a failure, they are dominated by the
sword (as if by dominate monster) and the sword demands
that it be fed blood. The effect ends when the sword is fed
Absorbs blood.
Random Properties
Minor Beneficial Property: Wielder gains proficiency in
one skill while attuned.
Major Beneficial Property: Wielder's Constitution score
increases by 2 while attuned, to a maximum of 24.
Minor Detrimental Property: Wielder becomes gaunt, their
skin turns pale, and their eyes turn a faint red.
Major Detrimental Property: On attuning, wielder takes (8d10) psychic damage
Spirit of Kas
While the sword is on wielder, they add a d10 to initiative at the start of every combat. Roll once
at the beginning of combat.
The wielder can transfer some or all of the sword's attack bonus to their AC when they use an
action to attack. This lasts until the beginning of their next turn.
Spells: While the sword is on wielder, they can use an action to cast Call Lightning, Finger of
Death, or Holy Word from it once per day. Each spell recharges at dawn.
Landstalker Swords
They are all longswords and do 1d8+1 points of damage (sometimes this is doubled or tripled). They are
considered +2 to + 5 swords in respect to what they can hit, increasing by +1 each time. The swords get
rarer (in terms of likelehood of discovery) as you go down the list, from relatively common to almost
unique. While in someones hand the sword charges, but the moment that it leaves a persons hand or is
passed to another being it becomes completely uncharged, and must begin to recharge all over again.
To activate the sword, a command word inscribed onto the gem on their hilts must be spoken (or
screamed if you prefer) at the same time that the wielder strikes his opponent. The recharging times can
be reduced by certain Stalker rings.
When charged, this sword delivers double damage (bonuses for exceptional strength etc are
NOT doubled), and will burn the opponent (or item etc) as well, doing additional fire damage of
1d4 if they fail a saving throw against spells. If the victim has any combustible material on
him/her then if this saving throw fails they catch on fire, and will take 1d2 points of damage per
round until they spend one round putting out the flames.
When fully charged this sword strikes for triple damage (bonuses for exceptional strength etc
are NOT tripled), and will also deliver an electric shock This will do an additional damage of 1d4
per round if they fail a saving throw against spells. As above, if the victim has any combustible
material on him/her then if the saving throw fails they must make another or catch on fire, and
will take 1d2 points of damage per round until they spend one round putting out the flames.
When charged, this sword strikes for normal damage but also fires a small tornado of ice 2'
square by 4' high which will automatically hit the person struck, doing and extra 1d8+1 damage,
plus 1d4 if they fail a saving throw against spells. If this saving throw fails then they are also
slowed for three rounds, as per the spell. If the victim is killed or slowed then the tornado will
keep going, until it has not killed or slowed an opponent. The maximum range of this is 50', and
it always moves in a straight line from the point it was 'cast'. Each enemy has the chance to
completely dodge the whirlwind by making a saving throw. This applies to everyone if the
sword-bearer wishes to 'shoot' at opponents, and no hit roll is needed, although the opponents
don't also get "struck" by the sword.
When charged, this sword strikes for normal damage but also hits all those within 50' of the
sword-bearer with medium sized rocks, doing an additional 2d8 points of damage, unless they
make a saving throw vs petrification. These rocks can hit anyone that the owner wishes within
50', and it will not hit friends or hidden enemies. The rocks vanish immediately after impact and
so cannot be used afterwards for any reason, eg to be thrown. If used underground then
damage increases by 1d8, and the bearer must make a saving throw vs spells or each his friends
may be hit, each one having to make their own saving throw vs petrification. Used in this way,
opponents get a -2 penalty to saving throws, and allies get a +2 bonus (the wielder tries to guide
the rocks away from them mentally). This makes the sword a risk to use indoors but it is
definitely a highly powerful weapon.