Slumbering...

Baneweapons

Good aligned artifacts

Baneweapons

Description

Baneweapons
Alignment: All baneweapos are of good alignment, and the swords powers are tied to their wielders alignments. If an evil person grasps a baneblade and tries to use it, the swords magic goes dormant, and its ever-present flames flicker outand die.
Combat Bonuses: All the baneblades evolve, andapply a  +2 to +4 bonus to attack and damage rolls. This bonus also applies for saving throw rolls when the sword is in hand.

Light/Corona of Flames: All baneblades flicker with magical fire along the blade whenever drawn. The flames ‘burn’ things that Demron deemed wrong any undead creatures,beings not native to the Prime Material Plane, or evil-aligned creatures. These targets suffer double the base damage of the weapon (i.e., a 1d8+4 longsword deals 2d8+4 damage vs. undead, and so on). These magical fires are also equivalent to torchlight for lighting purposes (30-radius).

All Baneblades have the following stats in summery:
Alignment: Good
Required Class
Base Attack Bonus Increase to next Level if used by Required Class
+4 Enchantment bonus to Attack, Damage.
+4 Bonus to all saving throws while sword is in weilders hand.
Corona of Flames: Deals Double the normal base damage dice to any non being not native to Toriel’s material plane, and acts as a 30ft Torch.

1) Evaelathil

A.K.A.: ‘Flamebane’;
Shortsword; assigned class: witch (Pieter)
Corona: blue
Powers
- Fire Control and Resistance: When the sword and its wielder are within 20 feet of an open flame, they can manipulate flames by will as if using an Control flame spell. If the sword is thrown into a fire without being held by its wielder, it simply snuffs the fire automatically (though magical fires get a saving throw against this effect).
- 3x per day cast a hex as a swift action
- Sense of Nature: Within a 200-yard radius of Evaeathil, the wielder can sense the emotions and feelings of intelligent beings (Intelligence 3 and up), including some animals. In general, this power is nonspecific and only allows the wielder to sense emotions from a compass point direction. Stronger emotions and responses (including pain) allow the wielder to gauge approximate numbers and approximate distance (in terms of up to 50 yards, 100 yards, or 200 yards away from the wielder).

2) Mhaorathil

A.K.A.: ‘Plaguebane’;.
Assigned Welders:good aligned healer (Frank)
Sword Type: Short sword. (1d6 dmg)
Flame Corona: Orange.

Powers
- Curing Flames: When placed in the hands of any good-aligned creature, the flames of the sword can flare up and burn away any disease (including mummy rot) within the holder and cure 1d6 hit points of damage. This power can be used twice per day, but only once per person, including its wielder.
- Flare: Mhaorathil can project a burst of flame into a 5’-radius from the sword and its wielder. The flames are harmless to all things except undead. The fireflare itself acts to repel undead as if the dwarf were a 5th-level Cleric; if the wielder is actually a cleric, this effect (if used while turning undead) adds five levels to the clerics normal effectiveness against undead.
Any undead that actually contact the flames incur 1d4 points of damage (save vs. spell for half), though these flames only last for one round.
- Undead Wounding: Mhaorathil acts similar to a sword of wounding when used against undead. Successful hits on an undead creature inflict the standard baneblade damage (2d6+4+Str bonus), but Mhaorathil leaves small flickering flames in the wounds. These flames inflict an automatic 1d3 hit points of damage in each successive round for the next ten rounds. These cannot be extinguished by any normal means (such as water, sand, smothering, etc.), though dispel magic does cancel them. Damage inflicted by Mhaorathil on undead creatures also must be healed normally, rather than by potions or spells, since it feeds on and depletes the Negative Plane energy that fuels the undead.

 
3) Faervian

A.K.A.: ‘Battlebane’; (Robin)
Assigned Wielders: Mage
Sword Type: Longsword. (1d8 Dmg)
Flame Corona: Purple.

Powers
- Armathor’s Armor Rest: If commanded, the purple flames of the blade engulf the caster; this power requires one round to activate.  This power can be activated at will up to three times per day and lasts for 10 rounds. The power provides an armor bonus of +4 to AC, damage reduction od 5/- and any creature touching the wielder in any way receives 2d6 points of fire dammage
- Prismatic Pyre: With a command word from its wielder once per day, Faervian could launch itself up to 50 feet away and balance itself point down on a surface. Then, its flames poured along the surface in a many-colored flood and covered all areas of the surface out to a 30’ radius around the sword, creating a flaming surface for one turn per tenday. If any creatures stood on the flames holding or carrying metal weapons, they needed to make saving throws vs. magic for each item or the weapon(s) were thrown outside the circle of flames (magical weapons get saving throws vs. this effect).
For those creatures without innate spellcasting abilities, the flames affect them as a slow spell. In effect, this fiery platform clears away all nonwizardly opposition.
- Spell-slashes: Thrice per day, the wielder can cast a range spell and store it within the blade for up to six hours. At a later time (whether the following round or five hours after casting), the wielder can activate the spell and have its magic among the flames of the sword. Then,the wielder can choose to release it in combination with Prismatic Pyre.
 

4) Dragathil
A.K.A.: ‘Hatebane’; ranger, fighter or paladin 5Bert)
Sword Type: Longsword. (1d8 dmg)
Flame Corona: Red
 
Powers
- Hold Person: Three times per day, Dragathil’s wielder can cast hold person at his own level or as a 9th-level wizard (whichever is higher). The hold person effect leaves a light layer of harmless flames around the character, allowing Dragathil’s owner the chance to speak peaceably with attackers. If anyone should attempt to attack held and helpless targets, the attack is successful, but minimal damage (1 point per die) is done to the target while the attacker takes the rest of the rolled damage (including all Strength and magical bonuses) as the magical flames rush up the weapon and cause a backlash for ‘breaking the peace.’
- Dancing Sword: Dragathil acts in all ways as a standard sword of dancing with a +4 combat bonus.
- Forgiving Fires: On an unmodified attack roll of 18 or better, the wielder can choose to unleash forgiving fires upon the head and heart of the target, twice per day. Flames snake off the blade and surround the head and the torso over the target’s heart. Within the flames, the target is unharmed, but he is subject to powerful spectral force and fire charm effects. If a successful saving throw is not made against the spectral force, the target believes he has been teleported to safety and into a very desirable situation (whatever that entails for that target). In this case, the fire charm holds him motionless for its duration or until the target is attacked again. If the first save is successful, the target character realizes he is surrounded by harmless flames but is fascinated and immobile (by the fire charm) unless this saving throw is successful. Even if both spells fail to hold a target long, they are distracting enough to incur a +3 initiative penalty to the target. (Will save DC 20 ?)

5) Keryvian

A.K.A.: ‘Foebane’; . (Gert)
Assigned Wielders: Warrior
Sword Type: Bastard sword. (1d10 dmg)
Flame Corona: Blue.
Powers
- Guardian: Foebane can be commanded to ‘guard’ whenever held or touched by its owner. If the owner ceases to touch it after the order is given, the blade remains vigilant; if the next entity to physically touch the blade is not the owner, the sword emits a very loud singing sound as it animates and attacks that entity. The sword levitates about at a movement rate of 20feet, strikes with a BAB of +14, and should be considered as having 77 hit points when it is striking by itself (damage just knocks
it about, and does not permanently damage to the blade). The guarding sword attacks the entity that touched it until it does 20 hit points of damage, the entity dies, or its owner reclaims it. This power helps guard against the theft of the blade from a sleeping owner.
- Jump: Activated at will, Keryvian has the power to jump with up to three beings twice per day.
- Lifedrink: Once per day, Foebane can ‘drink’ life force, when in use and ordered to do so. After this power is activated, the next successful attack made inflicts double its normal damage and these points are gained by the blade-wielder, as hit points for healing only. The blade-wielder gains no extra hit points in this way, and the blade cannot drain more hit points than a target has (if zero is reached, the target dies, but is never made undead).
 
6) Keryhjian

A.K.A.: ‘Foehammer’; . (Michiel)
Assigned Wielders: Synthesist or unarmed warrior
Type: spiked gloves. (1d4 dmg)
Flame Corona: Pink.
Powers.
-Breath: once per day the wielder (or eidolon in case of a synthessist) can project the corona as if it were a breathweapon. This can be a 60’ cone or 120’ line of force, dealing 8d6 points of dammage.
-Shadowstep: 3 times per day the wielder of Foehammer can as a move action step into his own shadow and reappear from another shadow. This works like dimension door with the ECL as caster level; it does not work in the absence of shadow.
-Lifedrink: Once per day, Foehammer can ‘drink’ life force, when in use and ordered to do so. After this power is activated, the next successful attack made inflicts double its normal damage and these points are gained by the blade-wielder, as hit points for healing only. The blade-wielder gains no extra hit points in this way, and the blade cannot drain more hit points than a target has (if zero is reached, the target dies, but is never made undead).
 
 
7) Morvian
A.K.A.: ‘Darkbane’
Assigned Wielders: Warrior (any) (Jens)
Type: composite longbow, tuned to the actual strength of the wielder
Flame Corona: Yellow.
- Combat Bonuses: Morvian was forged as a blade to combat chaos and evil, and specifically it was to defeat the embodiment of chaos and evil.
- chaotic foes: +5 attack/damage
- evil foes: +6 attack/damage
- chaotic evil foes: +7 attack/damage
- CE outsiders: +8 attack/damage
- Magic Resistance: Morvian’s wielder gains a 50% magic resistance for up to 10 rounds per day, once activated by silent act of will. At all other times, whether the sword is drawn or not (but within five feet), the wielder gains the baneblade’s standard +4 saving throw bonus vs. magic.
- Sunfires: Once per day, Morvian’s yellow flame corona can be commanded to envelop the wielder, subjecting him to a hase effect (with caster level equal to ECL), and giving him the effects of a ranger’s favourite enemy like a ranger of his level
 

Backstory

These items were created in a time long past to help in the Defense of the Eladrin lands. And were buried with their wielders to keep them out if the hands of evil and preserve them for a later age