Relic Files: Aigduril – The Shield Splitter
Relics are magic items that grow with the character, with extra abilities granted at every level, 1-20. They were first introduced in The Genius Guide to Relics of the Godlings (a name I regret, btw), which also has a follow-up product. There are lots of relics in those books, and rules for making your own that are balanced and interesting. But I have designed even more relics… which I haven’t released yet.
Relics are supposed to be the magic items characters carry with them throughout their careers… without either being as overpowering as artifacts, or as underwhelming as heirlooms.
The full rule for how to balance relics are found in those products, but the short forms are you can just choose to give each player 1-3 relics and stop worrying about other magic items, or you can reduce PC wealth by level of 20%-33%, or you can require PCs with relics to take a feat for every 4-5 levels of relic they can “attune” to 9and without that, the relics are just minor magic items with their 1st and 2nd level powers).
Here’s a full example relic.
Aigduril – The Shield Splitter
Aigduril is a finely crafted battleaxe made of metal with complex patterns of alternating dark and bright steel. In addition to its two sharp crescent blades, it features a lion’s head image at the top of the shaft (from which the blades emerge). Along the haft is etched the weapon’s name (meaning “Shield Splitter” in elven, though it could also be translated as “Breacher of Wards” or “Guardian Cleaver”). No matter what form Aigduril takes these features (name, patterned steel appearance, and a lion motif) remain.
Aigduril is one of the legendary 7 Great Sept Weapons, symbols of nobility, power and rulership from the ancient elven lands of Te Thirage.
Though Te Thirage was lost centuries ago, at its height it was ruled by seven Septs, each a powerful noble house with its own icons and rules. Aigduril was the Sept Weapon of the Calrilwyn, the Lords of Heroes. The Calrilwyn served on the armies of many other elven Septs, and were nemesis of the Dr’augh, later known as drow, the Sept of Spiders that destroyed Te Thirage. As the Dr’augh were spellcasters and often used shield guardian constructs and dancing shields to protect themselves in battle, Aigduril was specifically created to slice through such enchanted protections, both as a practical matter, and as a direct warning to the Dr’augh.
Whomsoever wields Aigduril is a noble of Calrilwyn, and earns the elven title of Lord or Lady.
Powers By Character Level
Level 1: Aigduril is a masterwork battleaxe. Though not considered magic for purposes of penetrating DR, it does give a +1 magic enhancement bonus to damage rolls on critical hits (multiplied normally by the weapon’s critical multiplier). This is in addition to the normal +1 nonmagic enhancement bonus to attack rolls as a masterwork weapon.
Level 2: Adds a +1 competence bonus to Strength checks made to break or open something. The weapon need not be drawn to grant this benefit, but must at least be on the character’s body.
Level 3: As a swift action, Aigduril can turn into any simple or martial slashing melee weapon sized as appropriate for the wielder. It retains this form until this ability is used again. It can do this twice per day.
Level 4: Aigduril becomes a +1 battleaxe.
Level 5: Aigduril counts as a silver weapon for purposes of penetrating DR (but does not suffer the -1 to damage of normal silver weapons).
Level 6: Competence bonus to Strength checks made to break or open something increases to +2. Aigduril can now change forms three times per day.
Level 7: Aigduril counts as a cold iron weapon for purposes of penetrating DR, in addition to silver.
Level 8: Aigduril becomes a +1 impervious* battleaxe. Also, the competence bonus to Strength checks made to break or open something increases to +3.
Level 9: The wielder gains a bonus feat from Aigduril’s bonus feat list (see below). The weapon need not be drawn to grant this benefit, but must at least be on the character’s body.
Level 10: Aigduril counts as an adamantine weapon for purposes of penetrating DR and hardness (in addition to cold iron and silver). Also, the competence bonus to Strength checks made to break or open something increases to +3.
Level 11: Aigduril becomes a +1 impact** impervious battleaxe.
Level 12: Competence bonus to Strength checks made to break or open something increases to +5, and Aigduril now acts as a golembane scarab.
Level 13: The wielder gains a second bonus feat from Aigduril’s bonus feat list (see below). Additionally, the wielder deals +1 damage with all weapon attacks.
The weapon need not be drawn to grant these benefits, but must at least be on the character’s body. Aigduirl can also now change form an unlimited number of times per day.
Level 14: Aigduril becomes a +1 countering*** impact impervious battleaxe. Competence bonus to Strength checks made to break or open something increases to +6.
Level 15: Aigduril becomes a +2 countering impact impervious battleaxe, and the bonus damage dealt with all weapons increases to +2
Level 16: Competence bonus to Strength checks made to break or open something increases to +7, and the bonus damage dealt with all weapons increases to +3.
Level 17: Aigduril becomes a +3 countering impact impervious battleaxe, and the competence bonus to Strength checks made to break or open something increases to +8.
Level 18: Competence bonus to Strength checks made to break or open something increases to +9, and the bonus damage dealt with all weapons increases to +4.
Level 19: Aigduril becomes a +4 countering impact impervious battleaxe. Also, the competence bonus to Strength checks made to break or open something increases to +10.
Level 20: Aigduril becomes a +5 countering impact impervious battleaxe.
* A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder’s reach. Countering can only be placed on melee weapons. (UE)
** An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus. (UE)
*** An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat. This special ability can only be placed on melee weapons that are not light weapons. (UE)
Aigduril’s Bonus Feats
When you gain a bonus feat, take the first feat from the list below you do not yet have. You do not have to meet the bonus feat’s prerequisites. If you later gain the selected feat, the next feat in the list you do not have becomes your bonus feat.
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