User:Luigifan18/Justice Pendant (3.5e Equipment)
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Justice Pendant
The Chaos Sword is one of the seven legendary Chaos Weapons, made by the Chaos Emeralds to assist heroes. Despite the name, they are usable by characters of any good alignment. (Neutral characters will find the Chaos Weapons slipping out of their hands, and evil characters will just get blasted away.) Each of the Chaos Emeralds controls a pair of attributes, and their corresponding Chaos Weapons share those attributes. The Justice Pendant was borne of the red Chaos Emerald, and its attributes are fire and explosions.
Just about any character can make good use of the Justice Pendant. It's not technically a weapon, so its power stems entirely from its passive abilities and spell-like abilities. As a result, it has a lot of them.
Abilities of the Justice Pendant
Like all major artifacts, the Justice Pendant is indestructible.
The Justice Pendant's abilities are extremely potent; using it in a low-level campaign is not recommended. Furthermore, the Chaos Weapons only appear to heroes who will need to make use of their power; don't give the PCs any of the Chaos Weapons unless the challenges they're about to face would be way out of their league otherwise!
The following abilities work while the Justice Pendant is worn.
- +8 sacred bonus to Constitution
- +6 sacred bonus to Strength
- +4 enhancement bonus to Constitution
- +4 enhancement bonus to Wisdom
- +5 luck bonus to Will saves
- Fire resistance 60 (increases to fire resistance 80 if you have 30 or more HD)
- Adds 2d8 fire damage to all attacks (physical, ranged, spell, spell-like, etc.)
- The Justice Pendant has 100 charges, which renew themselves at every new dawn. These charges are used for the Justice Pendant's spell-like abilities. The Justice Pendant's caster level is 30, but you may use your own caster level instead if it is higher. Any spell-like abilities that mimic psionic powers cannot be augmented. With the Justice Pendant worn, you can use these abilities:
- Burning Hands: 1 charge/use
- Arson Step: 1 charge/use
- Fire Trap: 2 charges/use
- Heat Metal: 2 charges/use
- Flaming Sphere: 2 charges/use
- Scorching Ray: 3 charges/use
- Fire Shield: 4 charges/use (warm shield only)
- Fireball: 4 charges/use
- Flame Strike: 5 charges/use
- Flaming Cannonball: 5 charges/use
- Fiery Discorporation: 6 charges/use (unaugmented only)
- Delayed Blast Fireball: 7 charges/use
- Abolishing Flames: 7 charges/use
- Fire Storm: 8 charges/use
- Hellfire Void: 8 charges/use
- Meteor Swarm: 9 charges/use
- Superexplosion: 9 charges/use
- If you have a heart of fire, you may exchange charges between the Justice Pendant and heart of fire on a one-to-one basis. Transferring charges requires you to be wearing the Justice Pendant, and you must be attuned to the heart of fire and have it in your hand or in an easily-accessible spot on your person (such as in a small pouch built into or attached directly to your robes). The act of transferring the charges (regardless of the amount transferred) is a standard action that does not provoke attacks of opportunity.
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