Wyvern Fang (Chroma Blade)
Price:
150,000 gp
Body Slot:
Held
Aura: Overwhelming universal (DC 30)
Activation: Wielder's command
Weight: 12 lbs.
The Wyvern Fang is a mysterious and legendary blade said to have been crafted from the body of the first and most powerful dragon known simply as "Chroma"
(Any being that has made peaceful contact with the dragon Chroma OR Passes an Arcana AND History check with a DC of 30 on the Wyvern Fang OR Has visited and deciphered the ancient runes below “The Temple of the Wyvern” can refer to it by it’s true name “The Chroma Blade”)
By default, the Wyvern Fang is a +2 greatsword with numerous special abilities. However, there is much more to it than there appears to be at first glance. The Wyvern Fang is, in fact, a tool for rewriting destiny, and is already considered to be a major artifact. However, as its bond with its wielder grows, it shows more and more of its power. The growth of the bond is facilitated by special experiences during an adventure, consummated in the form of rituals. The Wyvern Fang's rituals are unique in that they don't really require any sort of materials, though in exchange, they have great experience requirements. They also take very little time to perform; "ritual" is actually kind of an inaccurate term, as the process is more akin to the Wyvern Fang's power awakening due to some sort of trigger. Indeed, the Wyvern Fang responds most strongly to the will of its wielder, and chances are that it will evolve when its wielder needs it most. While classified as a legacy weapon, the Wyvern Fang doesn't really have an omen; it's already very powerful. The Wyvern Fang has several powerful abilities (and a couple of crippling drawbacks) right off the bat. Indeed, the rituals largely serve to lift the drawbacks of using the Wyvern Fang.
Adaptive Size (Ex): The Wyvern Fang adapts to the size of its wielder, and will always be the most appropriate size for its wielder.
Destiny is Not a Toy (Ex): The Wyvern Fang is a rather choosy weapon — it selects its wielder. You can still wield it if it doesn't deem you worthy, but it's going to cost you. A lot. A character who wields the Wyvern Fang without having performed any of its rituals takes 1d4 points of Strength, Dexterity, and Constitution drain for every encounter that they use the Wyvern Fang in. Furthermore, upon using a Wyvern Fang Art, the wielder must succeed on a Fortitude save followed by a Will save, both of which have a DC of 16; failure on either save results in taking 1 point of Strength, Dexterity, and Constitution burn and 1d4 backlash damage. Backlash damage cannot be resisted by any means, and a creature killed by backlash damage loses one additional level if and when it is brought back to life. This can easily escalate to the point where a character permanently loses the use of a limb, so be careful.
Enemy of Machines (Ex): The Wyvern Fang is extremely deadly to mechanical creatures. When used against constructs, it does double damage, ignores any damage reduction the construct has, and is capable of scoring critical hits and being used to perform sneak attacks.
Glimpse the Future (Su): The Wyvern Fang can bestow visions on its wielder. The wielder is effectively able to cast foresight once per round, as a swift action. Furthermore, simply by concentrating on an object, creature, or place within his line of sight or that he knows as a swift action, the Wyvern Fang's wielder can envision, in exact detail, a series of events that will happen to that object, creature, or place, such as an impending attack. Once he has seen the future, the Wyvern Fang's wielder can take precautions to prevent the events he's foreseen from coming to pass, such as buffing an ally's defense or healing them to ensure that they aren't killed by an attack that's about to hit them. (Essentially, the Wyvern Fang's wielder can arrange for a round to play out in advance, then "rewind" back to his actual position in time and coordinate his party's actions to do something different and hope for a better result if he doesn't like what happened the first time around.) Be warned, however, that just because you can see what's about to happen, doesn't necessarily mean you can do anything about it. Once something has already happened, it's already happened; the Wyvern Fang can't travel back into the past. The Wyvern Fang can only foresee one upcoming event per minute.
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Chroma Claw, as used by a Medium or Small creature. + signs represent affected squares. Draconic Arts: The Wyvern Fang is more than just a sword — it is a tool to control the world. The Wyvern Fang is capable of manipulating the fabric of the planes to perform special techniques known as Draconic Arts. Some Draconic Arts are available right away; others require a ritual to be performed first. These are the Draconic Arts available even without performing any rituals:
Draconic Aura (Sp): As a standard action, the Wyvern Fang's wielder can enchant all allies within 100 feet to grant them a watered-down Enemy of Machines ability. Enchanted allies ignore the damage reduction of constructs and are capable of scoring critical hits (and performing sneak attacks, if applicable) against them. The effect lasts for 4 rounds. Draconic Aura is the equivalent of a 0-level spell, and can be used once every 1d6 rounds. Its caster level is equal to the wielder's character level.
Chroma Claw (Su): As a standard action, make a single melee attack. This attack doubles the wielder's reach and attempts to strike all creatures in a cone determined by this extended reach (see the diagram to the right for an example). The user makes a single attack roll and strikes all creatures in the area whose AC is defeated by the result. In addition, this attack does quadruple damage to constructs, rather than the usual double. Chroma Claw is a Strike maneuver-like ability which is the equivalent of a 1st-level maneuver, and can be used once every 1d4 rounds. Its initiator level is equal to the wielder's character level.
Ritual #1: Chosen of the Draconids
The initial form of the Wyvern Fang.
Variable Bonus: The Wyvern Fang's enhancement bonus increases to +3.
Chosen of the Draconids (Ex): Destiny is Not a Toy no longer applies. The Wyvern Fang has chosen you to wield it, and you no longer have to fear any sort of backlash from using its power.
Bane of Machines (Ex): As Enemy of Machines, but the Wyvern Fang does triple damage to constructs instead of double. Likewise, Chroma Claw does 5 times the Wyvern Fang's standard damage to constructs.
Draconic Arts Unlocked: After completing the first ritual, the following Draconic Arts become available:
Amber Scales (Sp): As an immediate action, the Wyvern Fang's wielder can conjure a barrier formed from the will of the universe itself to envelop himself or a single ally within Close range. This barrier completely negates the next attack performed on the subject, as long as the source of the attack has a CR no greater than the wielder's caster level. (For instance, you would need a caster level of at least 7 to protect someone from a cave-in.) If the attack in question is a spell, power, maneuver, invocation, soulmeld, or other ability whose power is governed by a level-dependent value (such as caster level, manifester level, initiator level, or meldshaper level), that value is used in place of the attacker's Challenge Rating, unless their Challenge Rating is higher. The attack to be negated must occur in 2 rounds, or Dragon Scales dissipates. Dragon Scales is the equivalent of a 3rd-level spell, and can be used once every 1d6 rounds. Its caster level is equal to the wielder's character level.
Sapphire Speed (Sp): As a swift action, the Wyvern Fang's wielder can enhance the agility of himself and all allies within 100 feet. This grants the affected creatures a +20-ft. enhancement bonus to movement speed, a +8 dodge bonus to AC which increases by +1 per caster level, a +4 dodge bonus to Reflex saves which increases by +1 per 2 caster levels, and improved evasion. The effect lasts for 4 rounds. Sapphire Speed is the equivalent of a 3rd-level spell, and can be used once every 1d6 rounds. Its caster level is equal to the wielder's character level.
Draconic Purge (Sp): As a standard action, the Wyvern Fang's wielder can perform dispel magic. However, Draconic Purge is not directly equivalent to dispel magic. Instead of selecting a target, Draconic Purge takes the form of a ray. In addition to potentially dispelling its victim's buffs, Draconic Purge does 1d4 damage per caster level (maximum 10d4) and inflicts a debuff known as Aura Seal, which prevents the victim from benefiting from any and all buff effects. Aura Seal inflicted by Draconic Purge lasts for 1d6+2 rounds, and can be negated by a Will save (save DC calculated normally for a spell, using the wielder's Charisma as their spellcasting stat). There is no caster level limit for the dispel check. Draconic Purge is the equivalent of a 4th-level spell, and can be used once every 1d4 rounds. Its caster level is equal to the wielder's character level.
Prerequisites: Character Level 2,must have used the Wyvern Fang and felt the backlash.
Cost: 3,500 XP
Level #2: Advance on the enemy!
The advanced form of the Wyvern Fang, achieved when its restrictions are released.
Variable Bonus: The Wyvern Fang's enhancement bonus is increased to +5.
Draconic Arts Fully Unlocked: Almost all Draconic Arts are now available.
The Draconic Arts added when the Wyvern Fang achieves this form are:
Golden Guard (Sp): As a standard action, the Wyvern Fang's wielder can envelop himself and all allies within 100 feet with a protective sheen that softens the impact of all attacks. This protective sheen grants subjects damage reduction 3/— per caster level and spell dampening 1 per 2 caster levels. The effect lasts for 3 rounds. Golden Guard is the equivalent of a 5th-level spell, and can be used once every 1d6 rounds. Its caster level is equal to the wielder's character level.
Silver Cyclone (Sp): As a standard action, the Wyvern Fang's wielder can generate a torrent of raw energy around himself. This takes the form of a 25-foot cylinder centered on the wielder. All creatures opposed to the wielder caught in the cylinder take 1d8 damage per caster level and get knocked prone, with a Reflex save allowed to halve the damage or negate falling prone (a victim can't do both). The save DC is calculated as normal for a spell. Silver Cyclone is the equivalent of a 6th-level spell, and can be used once every 1d8 rounds. Its caster level is equal to the wielder's character level.
Black Dragon's Wrath (Sp): As a standard action, the Wyvern Fang's wielder can generate a pulse of dark ether. This is a 20-foot cone that does 1d6 damage per caster level to all enemies in its path. In addition, victims are subjected to the effect of greater dispel magic and lose 1 hit point per caster level for 1 round per caster level due to bleeding. (Obviously, creatures not bothered by bleeding, like constructs, undead, and oozes, don't lose hit points over time as a consequence of being hit by Black Dragon's Wrath.) A successful Fortitude save can halve the hit point damage and prevent the damage over time. However, the success or failure of the save does not influence the dispel check. The save DC is calculated normally for a spell. Black Dragon's Wrath is the equivalent of a 7th-level spell, and can be used once every 1d8 rounds. Its caster level is equal to the wielder's character level.
Prerequisites: BAB +9 or character level 12th, must have attempted to use the Wyvern Fang to strike a humanoid, monstrous humanoid, giant, or fey creature in a combat situation, must have made peaceful contact
with a god
Cost: 10,000 XP
Level 3:Empyrean Blade
The ultimate form of the Wyvern Fang, achieved at perfect union between itself and its wielder. Variable Bonus: The Wyvern Fang's enhancement bonus becomes +7.
Destroyer of Gods (Ex): In its awakened form, the Wyvern Fang can cut down literally anything in its way — even gods can be felled by its blade. The Wyvern Fang is now treated as an epic weapon for the purpose of overcoming damage reduction.
Secret Draconic Arts: The ultimate awakened form of the Wyvern Fang unlocks a final set of Draconic Arts.
Chroma Diamonds (Ex): As a full-round action, the Wyvern Fang's wielder generates 8 bullets of solid galactic energy and launches them at his enemies. Each projectile does 1d8 damage per 2 initiator levels, but must strike the target (as a ranged attack) in order to actually work. Martial defense applies normally, and a creature whose martial defense beats the Wyvern Fang's wielder's initiator level check takes no damage from the galactic bullets. The Wyvern Fang's wielder may split the bullets to fire at any number of targets within line of sight, in any combination (so he could fire all 8 bullets at 1 creature, or 4 bullets each at 2 creatures, or 4 bullets at one creature, 2 bullets at another, and 1 bullet each at two others... you get the drift). Chroma Diamonds is a Strike maneuver-like ability which is the equivalent of an 8th-level maneuver, and can be used once every 1d6 rounds. Its initiator level is equal to the wielder's character level.
Chroma Dragon's Strength (Sp): As a standard action, the Wyvern Fang's wielder generates galactic energy and uses it to empower himself or 1 willing creature, which the Wyvern Fang's wielder touches to bestow with the power. This power grants a +1 enhancement bonus to all ability scores per 2 caster levels. The bonuses last for 5 rounds. Chroma Dragon's Strength is the equivalent of a 9th-level spell, and can be used once every 2d6 rounds. Its caster level is equal to the wielder's character level.
Chroma Dragon's Blessing (Sp): As a standard action, the Wyvern Fang's wielder can use galactic energy to heal himself or one willing creature for 1d12 damage per caster level. If healing another creature, the Wyvern Fang's wielder must touch that creature. Chroma Dragon's Blessing is the equivalent of an 8th-level spell, and can be used once every 1d8 rounds. Its caster level is equal to the wielder's character level.
Prerequisites:Character level 20 and a diamond.
Cost: 100,000 XP
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Bonus: Magic, In order to not feel the backlash of Wyvern Fang you must have performed the ritual "Chosen of the Draconids" 1 time, Damage, Combat, Heavy, Two-Handed, Graze
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