Heartstring

A legendary bow that once pierced the hearts and minds of men across Norn, reforged by disparate parts in an effort to resurrect a memory. Created by Fish on comission from Mist, this artifact is both an instrument and a weapon, imbued with the secrets of the People of the Maelstrom and the harmony of the Song. While heavily influenced by the power of the Bard, this item was crafted with Mist's True Name, and intrinsically belongs to him and him alone. Now at the height of its power, this weapon resists all modifications to its form, and will not accept additional weapon fusions or attachments (unless otherwise noted).  

Statblock

Heartstring

Level 20; Category Small Arm (Artifact) ; Price Priceless
Damage 8d8 P & E; Range 240 ft.; Critical Embed (2d8)
Capacity Drawn; Usage 1; Bulk 1
Special Gravitation (Silence, 15 ft.), Rescue, Calamity Aeon, Quick Reload
Weapon Fusions Ghost Killer   Gravitation (Silence): When you hit a target with this weapon you briefly push them into the Silence Between, causing them to shift the listed distance either toward you or away from you, unless it succeeds at a Reflex save (DC = 10 + 1/2 weapon’s item level + your Dexterity bonus). If this movement would cause the target to land in a wall, object, or another barrier, the target creature appears harmlessly in the nearest safe space. If the movement would throw the target off a cliff, into a trap, or otherwise move it into an area of obvious danger, the target may attempt a second Reflex saving throw to stop its movement early or be moved into the dangerous space. Movement caused by a this weapon does not trigger attacks of opportunity.   Rescue: Once per short rest as a Reaction, you may make a special attack against one of your allies within range, treating their AC as if they weren't wearing armor. Should the attack hit, they are immediately affected by Gravitation (unless they wish to attempt the save), but move towards you at double the listed distance.
Synergy: If Mist uses this ability at the moment when Isra triggers the same target with Alternate Outcome, it does not count against his once per short rest usage.
  Embed: The attack embeds a barbed needle or another lingering effect in the target. The first time each round the target moves 5 feet or more in a single action (voluntarily or not), it takes the listed damage. The target can remove the embedded object with a standard action, dealing the listed damage in the process. Alternatively, with a successful Medicine check (DC = 15 + 1-1/2 the weapon’s item level), another creature can remove the object from the target and deal no damage. Multiple embedded objects each deal their listed damage and must be removed one at a time.   Calamity Aeon: While at first appearing to have a slot for an Aeon Stone, this weapon bears a slot specifically for the Calamity Prism. When bound together the two artifacts are treated as a single item that can only be held by Mist, and can be recalled from any location that allows Skipping to his location (following the same rules as a basic draw action). In addition, if an enemy is currently suffering from this weapon's Embed property, the range of That Which Binds increases to the range of Heartstring (currently 240 ft.) for that enemy.   Quick Reload: You can reload this weapon as part of the same action as firing it, instead of taking a move action to reload.   Ghost Killer: Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.  

Melodies

Separate from its functionality as a weapon, at will a number of ethereal strings will bridge the space between the nocking point and the grip of the bow, which can be plucked only by the bonded bearer of this artifact. Playing music on this harp does not trigger the ill effects of the Curse of the Songbird, and the bearer can only play one melody at a time. As part of binding oneself to Heartstring, the bearer knows and can invoke the following melodies:  
  • Foly's Folly (At-Will, See Text): Begun as a Swift Action (and costing 1 RP/round to maintain aftewards), this melody warns of failures past and allies lost. Allies within earshot gain a +1 untyped bonus to-hit and damage, and a +1 untyped bonus to their AC. In addition, if a character reaches 0 HP while this ability is active, the bearer can spend 1 RP to stabilize them at 1 HP as a Reaction. Once saved this way, that specific target cannot be saved again until after the bearer takes a short rest. This melody cannot be played outside of combat.
  • Riley's Repertoire (At-Will, See Text): Begun as a Swift Action (and costing 1 RP/round to maintain afterwards), this melody delights the spirit and brings hope to the lost. All allies within earshot gain a supernatural 60-ft. flight speed with perfect manueverability, and gain a +4 untyped bonus to Will saves. In addition, as a Swift Action and 1 RP used by the inciting creature, any two allies affected by this song can agree to magically swap places without provoking attacks of opportunity. This melody cannot be played outside of combat.
  • The Maelstrom March (At-Will, See Text): Begun as a Standard Action (and costing 2 RP/round to maintain afterwards), this melody invokes the fury of the People of the Maelstrom, and the deadly assault from which they earned their name. All allies within earshot are affected by haste while the melody is active, and their movement triggers attacks of opportunities only if their opponent would otherwise be able to attack a creature making a Guarded Step. For every five-feet an ally (physically) moves, they regain 1d4 Stamina. In addition, as a Reaction (or Swift Action) and by spending 1 RP the bearer can lean into the melody, granting all affected allies a special action in that instant, allowing them to march forward an additional 30 ft. with all the benefits described above. This melody cannot be played outside of combat.
  • Healer's Hocket (1/Day): Played as a Full Action, this melody knits the bones, metal, and mind of all allies within physical earshot, healing 1d4 Hit Points per character level, repairing equipment with the Broken condition, and undoing any Sanity damage gained since combat began (assuming the target did not go Insane, and thus still has a Sanity pool).
  • Away We Go (1/Day): Played as a Full Action, this melody invokes the plane shift ability of the Explorer's Spyglass, although the bearer knows what planes are beneficial to go to once the melody begins, and can choose their destination plane on the fly. Although it is not Skipping, this magic cannot be dispelled, and works even in an antimagic burst or under a mundane planar barrier spell.
Item type
Unique Artifact
Creation Date
318 AG
Current Holder
Creator
Related Condition
Weight
11 lbs.
Dimensions
4' x 2'
Raw materials & Components
Tinker Tools
Phasecaster
Stolen Harp
Explorer's Spyglass
Storm
True Name

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