Tranquility
Tranquility is a vicious longsword with a blade of dull, pitted black metal and a hilt of magically hardened obsidian, set with a large ruby in the pommel. Inscribed into the blade are runes and sigils of evil power, though these seem unusually faded and worn.
Omen:
When Tranquility is wielded in battle, tendrils of pure, white light stream from the blade and the jewel in the pommel. Their radiance is surprisingly soothing to good-aligned creatures. These tendrils grow larger and brighter as the sword’s powers increase.
When Tranquility is wielded in battle, tendrils of pure, white light stream from the blade and the jewel in the pommel. Their radiance is surprisingly soothing to good-aligned creatures. These tendrils grow larger and brighter as the sword’s powers increase.
Mechanics & Inner Workings
Wielder's Level | Ability |
5th | Soul Guidance |
6th | Will of Two |
7th | +2 Longsword |
8th | Awaken Soul |
9th | Eyria's Piety |
10th | Dismissal |
11th | Bane of Darkness (Shadow/Demon) |
12th | +3 Longsword |
13th | Deflection |
14th | Cure Serious Wounds Self |
15th | |
16th | |
17th | |
18th | |
19th |
+1 longsword
Base Damage: 1d8 + sword bonus + strength modifier
Modified Damage: 3d8+3+strength modifier
Critical threat: 19-20
Critical damage multiplier: X3
Abilities:
Soul’s Guidance: Even though the soul of the paladin Eyria is not fully awakened, her subconscious can subtly guide your hand in battle. Beginning at 5th level, once per day as a standard action, you can grant yourself a +2 luck bonus on attack and damage rolls for 3 minutes, but only while wielding Tranquility.
Will of Two: When your psyche is assaulted, Eyria’s formidable willpower bolsters your determination and strength of mind. At 6th level, you gain a +2 sacred bonus on all Will saves.
+2 Longsword: Tranquility becomes a +2 longsword (+2 to attacks and damage)
Awaken Soul: The soul of the paladin Eyria awakens fully, transforming Tranquility into an intelligent item. The blade has an Intelligence score of 10, a wisdom score of 18 and a charisma score of 18. It is lawful good. Tranquility can communicate audible speech, though it speaks only Common and it can communicate with you telepathically. It perceived its surroundings within 120 feet with darkvision, blindsense and hearing. The sword has Eyria's 10 ranks in Knowledge (religion). Tranquility's ego score is 13+ its enhancement bonus. If any greater abilities are awakened, the Ego score increases to 17 + enhancement bonus. With each enhancement increase, Tranquility's damage increases by the enhancement bonus in d8 bonus dice (+2 enhancement bonus does an extra 2d8, a +3 enhancement bonus does an extra 3d8 ect).
Eyria's Piety: Even as the sword draws upon your spiritual energy, it magnifies your ability to Channel Positive Energy. You use your Channel Positive Energy as though you were two levels higher in the class that grants the ability.
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy.
Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Dismissal: Once per day, when you issue the command word and gesture, you can force a creature to return to its native plane, as the dismissal spell. The base DC is 16 or 14 + your Charisma bonus whichever is higher. Add your character level to this number and subtract the target creature's HD to determine the final save DC.
Bane of Darkness: Tranquility excels against certain shadow creatures and demons. Against shadow creatures and demons, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
+3 Longsword: Tranquility becomes a +3 longsword (+3 to attacks and damage)
Defection: The wielder gains a +1 deflection bonus to their AC.
Cure Serious Wounds Self: Once per day as a swift action, the wielder can use cure serious wounds on self (3d8+15).
Base Price
2,315 gp
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